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Graphics process and Types of Transformations Introduction toComputer Graphics Prepared By: Mohammad Abdelilah – MostafaKhairy – TarekKhatab
The Graphics Process
Step 1 – The Game is Launched
Step 2 – The Data Loads into RAM
Step 3 – The CPU Processes the Data
Step 4 – The Graphics Driver Translates the Data
Step 5 – The Graphics Port Transfers the Data
Step 6 – The VRAM Stores the Data
Step 7 – The GPU Core Processes the Data
The Graphics Pipeline
Transformation
1- Translation Translation Matrix
1- Translation Example
2- Scaling & Reflection Scaling & Reflection Matrix If Sx=Sy=Sz Uniform Scaling (>1: Expansion, <1 : Compression) If they’re not equal  Non-Uniform Scaling If Sx or Sy or Szhave negative values  Reflection
2- Scaling & Reflection Example 1: Scaling
2- Scaling & Reflection Example 2: Reflection
3- Shear Shear Matrix The resulting coordinates depend Linearly on the original ones.
3- Shear Example
4- Rotation Rotation Matrices
4- Rotation Example
References NPTEL – Computer Graphics Video Course. Link Tweak Guides - The Gamers' Graphics & Display Settings Guide. Link MIT – Computer Graphics Open Courseware. Link David Breen – Computer Graphics I. Link

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