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computer graphics unit 1-I.pptx

15 de Sep de 2022
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computer graphics unit 1-I.pptx

  1. UNIT 1 : INTRODUCTION TO COMPUTER GRAPHICS Prepared By Prof. Shabbir Ahmad Assistant Professor 6th Semester Subject: COMPUTER GRAPHICS
  2. OVERVIEW OF COMPUTER GRAPHICS (CG)
  3. • The meaning of the term Graphics, is GraphicalTricks. • Every image or picture is in fact a graph and when different mathematical tricks are used to manipulate some change in its properties like shape, size, motion etc., through the help of computers then, the representation is nothing but computer graphics, • so we can say that • “Computer Graphics (CG) is the field of visual computing, where one utilises computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world.” Or “ • Computer Graphics is the pictorial representation manipulation of data by a computer” Or • “Computer Graphics refers to any sketch, drawing, special artwork or other material generated with the help of computer to pictorially depict an object or a process or otherwise convey information, as a supplement to or instead of written descriptions”. Definition and Importance of Computer Graphics
  4. Computer graphics can be broadly divided into the following classes: • Business Graphics or the broader category of Presentation Graphics, which refers to graphics, such as bar-charts (also called histograms), pie-charts, pictograms (i.e., scaled symbols), x-y charts, etc. used to present quantitative information to inform and convince the audience. • Scientific Graphics, such as x-y plots, curve-fitting, contour plots, system or program flowcharts etc. • Scaled Drawings, such as architectural representations, drawings of buildings, bridges, and machines. • Cartoons and artwork, including advertisements. • Graphics User Interfaces (GUIs) which are the images that appear on almost all computer screens these days, designed to help the user utilise the software without having to refer to manuals or read a lot of text on the monitor.
  5. • Graphics can be two- or three-dimensional • Computer Graphics is the creation and manipulation of images or pictures with the help of computers. • There are two types of computer graphics : 1) Passive Computer Graphics (Non-interactive Computer Graphics) 2) Active Computer Graphics (Interactive Computer Graphics)
  6. • Interactive Computer Graphics which is interactively used by users e.g., games. • Passive Computer Graphic which has no option for users to interact or use computer graphics e.g., movies
  7. Contd.. • The major product of computer graphics is a picture. With the help of CG, pictures can be represented in 2D and 3D space. • Many applications show various parts of the displayed picture changing in size and orientation. Such type of transformations i.e. the pictures can be made to grow, shrink, rotate and etc. can be achieved through CG. • The display on them is often too big to be shown in their entirety. Thus, with the help of CG, a technique called clipping can be used to select just those parts of the picture that lie on the screen and to discard the rest.
  8. Contd.. • CG is in daily use in the field of science, engineering, medicine, entertainment, advertising, the graphic arts, the fine arts, business, education etc. • The electronic industry is more dependent on the technologies provided by CG such as engineers can draw their circuit in a much shorter time, • architects can have alternative solution to design problems, • the molecular biologist can display pictures of molecules and can study on the structure, • the town planners and transportation engineers use the computer generated maps which display data useful to them in their planning work etc.
  9. Interactive Computer Graphics • The Interactive computer graphics (ICG) provides two way communications between the computer and the user. • The various applications of ICG are as follows. • Using ICG system the integrated electronic circuits which are very complex can be drawn in a much shorter time. • It is very useful in training of the pilots as they spend much of their training on the ground at the controls of a flight simulator and not in a real aircraft. • There are many tasks that can be made easier & less expensive by the use of ICG. The effectiveness of the ICG is the speed with which the user can absorb the displayed information.
  10. Contd.. • The Interactive Graphics display consists of three major components as follows & shown in Figure 1: (1) Frame Buffer (2) T.V. Monitor (3)Display Controller 10001101 01101010 00101001 11100111 00111000 01010100 00111001 01010101 Display Adapter/ Display Controller Frame Buffer Video Monitor/ T. V. Monitor Scan line Data
  11. Contd.. 1) Frame Buffer • The images that are to be displayed are stored in a frame buffer in the form of matrix of intensity values. • The frame buffer contains the image stored in binary form as a matrix of 0’s and 1’s which represent the pixel. 0 indicates the darkness and 1 indicates the image. • The Frame Buffer holds the set of intensity values for all the screen points. • The intensity values stored in a Frame Buffer are retrieved and painted on a screen one row at a time. This row is called as scan line. 2) Display Controller • The Display Controller passes the contents of frame buffer to the T.V. Monitor. • Display Controller reads successive bytes of data from the frame buffer & then converts 0’s and 1’s into the corresponding video signal. • These signals are fed to the T.V. Monitor. 3) T.V. Monitor • The T.V. Monitor then produces black and white pattern on the screen. • The frame Buffer contents are to be modified, in order to represent the new pattern of pixels or if some changes are to be made on the displayed picture.
  12. GRAPHICS AREAS The following major areas of computer graphics are: • Modeling deals with the mathematical specification of shape and appearance properties in a way that can be stored on the computer. For example, a coffee mug might be described as a set of ordered 3D points along with some interpolation rule to connect the points and a reflection model that describes how light interacts with the mug. • Rendering is a term inherited from art and deals with the creation of shaded images from 3D computer models. • Animation is a technique to create an illusion of motion through sequences of images. Animation uses modeling and rendering but adds the key issue of movement over time, which is not usually dealt with in basic modeling and rendering.
  13. Contd.. There are many other areas that involve computer graphics. • User interaction deals with the interface between input devices such as mice and tablets, the application, feedback to the user in imagery, and other sensory feedback. • Virtual reality attempts to immerse the user into a 3D virtual world. This typically requires at least stereo graphics and response to head motion. For true virtual reality, sound and force feedback should be provided as well. • Visualization attempts to give users insight into complex information via visual display. • Image processing deals with the manipulation of 2D images and is used in both the fields of graphics and vision. • 3D scanning uses range-finding technology to create measured 3D models. Such models are useful for creating rich visual imagery, and the processing of such models often requires graphics algorithms. • Computational photography is the use of computer graphics, computer vision, and image processing methods to enable new ways of photographically capturing objects, scenes, and environments.
  14. COMPUTER GRAPHICS APPLICATION Almost any field can make some use of computer graphics, but the major consumers of computer graphics technology include the following industries: • Video games increasingly use sophisticated 3D models and rendering algorithms. • Cartoons are often rendered directly from 3D models. Many traditional 2D cartoons use backgrounds rendered from 3D models, which allows a continuously moving viewpoint without huge amounts of artist time. • Visual effects use almost all types of computer graphics technology. Almost every modern film uses digital compositing to superimpose backgrounds with separately filmed foregrounds. Many films also use 3D modeling and animation to create synthetic environments, objects, and even characters that most viewers will never suspect are not real. • Animated films use many of the same techniques that are used for visual effects, but without necessarily aiming for images that look real. • CAD/CAM stands for computer-aided design and computer-aided manufacturing. These fields use computer technology to design parts and products on the computer and then, using these virtual designs, to guide the manufacturing process. For example, many mechanical parts are designed in a 3D computer modeling package and then automatically produced on a computer-controlled milling device.
  15. Contd.. • Simulation can be thought of as accurate video gaming. For example, a flight simulator uses sophisticated 3D graphics to simulate the experience of flying an airplane. Such simulations can be extremely useful for initial training in safety-critical domains such as driving, and for scenario training for experienced users such as specific fire-fighting situations that are too costly or dangerous to create physically. • Medical imaging creates meaningful images of scanned patient data. For example, a computed tomography (CT) dataset is composed of a large 3D rectangular array of density values. Computer graphics is used to create shaded images that help doctors extract the most salient information from such data. • Information visualization creates images of data that do not necessarily have a “natural” visual depiction. For example, the temporal trend of the price of ten different stocks does not have an obvious visual depiction, but clever graphing techniques can help humans see the patterns in such data. • Presentation graphics: In applications like summarizing of data of financial, statistical, mathematical, scientific and economic research reports, presentation graphics are used. It increases the understanding using visual tools like bar charts, line graphs, pie charts and other displays.
  16. GRAPHICS PIPELINE • In computer graphics, the graphics pipeline refers to a series of interconnected stages through which data and commands related to a scene go through during rendering process. • It takes us from the mathematical description of an object to its representation on the device. The figure 2 shown below illustrates a 3D graphic pipeline. • The real world objects are represented in world coordinate system. It is then projected onto a view plane. The projection is done from the viewpoint of the position of a camera or eye. • There is an associated camera coordinate system whose z axis specifies the view direction when viewed from the viewpoint. • The infinite volume swept by the rays emerging from the viewpoint and passing through the window is called as view volume or view pyramid. • Clipping planes (near and far) are used to limit the output of the object.
  17. Contd.. Figure 2: A 3D graphic pipeline
  18. Contd.. • The mapping of an object to a graphic device requires the transformation of view plane coordinates to physical device coordinates. There are two steps involved in this process. 1) The window to a viewport transformation. The viewport is basically a sub – rectangle of a fixed rectangle known as logical screen. 2) The transformation of logical screen coordinates to physical device coordinates.
  19. Contd.. Figure 3 (a): Sequence of transformation in viewing pipeline Figure 3 (b): 2D coordinate system to physical device coordinates transformation
  20. DISPLAYTECHNOLOGIES
  21. Cathode RayTube (CRT) • The most common graphics output device is the video monitor which is based on the standard cathode ray tube (CRT) design. Figure 4 illustrates the basic operation of a CRT. Figure 4: Cathode Ray Tube (CRT)
  22. Contd.. • As shown in above figure, it consists of electron gun, focusing system, deflection plates and a phosphor-coated screen. • Electron gun is the primary component of a CRT. When the heat is supplied to the electron gun by directing a current, a beam of electrons emitted by an electron gun, passes through focusing and deflection systems that direct the beam toward specified positions on the phosphor-coated screen. • The focusing system in a CRT is needed to force the electron beam to converge into a small spot as it strikes the phosphor. • There are two pairs of deflection plates - Horizontal deflection plates and vertical deflection plates. • One pair of plates is mounted horizontally to control the vertical deflection, and the other pair is mounted vertically to control horizontal deflection.
  23. Contd.. • The beam passes between the two pairs of deflection plates and positioned on the screen. • The phosphor then emits a small spot of light at each position contacted by the electron beam. • Because the light emitted by the phosphor fades very rapidly, some method is needed for maintaining the screen picture. • One Way to keep the phosphor glowing is to redraw the picture repeatedly by quickly directing the electron beam back over the same points. This type of display is called a refresh CRT. • In CRT monitors there are two techniques of displaying images: 1) Raster scan displays 2) Random scan displays
  24. • In Random-Scan Display electron beam is directed only to the areas of screen where a picture has to be drawn. It is also called vector display, as it draws picture one line at time. It can draw and refresh component lines of a picture in any specified sequence. Pen plotter is an example of random-scan displays. • The number of lines regulates refresh rate on random-scan displays. An area of memory called refresh display files stores picture definition as a set of line drawing commands. The system returns back to first-line command in the list, after all the drawing commands have been processed. High-quality vector systems can handle around 100, 00 short lines at this refresh rate. Faster refreshing can burn phosphor. To avoid this every refresh cycle is delayed to prevent refresh rate greater than 60 frames per second. Random-Scan Display
  25. Random Scan Display/Vector-Scan Display/ Calligraphic Displays Figure 10: Random Scan Display
  26. Random-Scan Systems/ Random-Scan Display Processor Figure 11: Architecture of a simple random scan system
  27. • Suppose we want to display a square ABCD on the screen. The commands will be: • Draw a line from A to B  Draw a line from B to C  Draw a line from C to D  Draw a line from D to A
  28. Random-Scan Display Processors: • Input in the form of an application program is stored in the system memory along with graphics package. Graphics package translates the graphic commands in application program into a display file stored in system memory. This display file is then accessed by the display processor to refresh the screen. The display processor cycles through each command in the display file program. Sometimes the display processor in a random-scan is referred as Display Processing Unit / Graphics Controller.
  29. The structure of a simple random scan is shown below:
  30. • ADVANTAGES: • Higher resolution as compared to raster scan display. • Produces smooth line drawing. • Less Memory required. • DISADVANTAGES: • Realistic images with different shades cannot be drawn. • Colour limitations.
  31. Raster-Scan Displays • Raster Scan Displays are most common type of graphics monitor which employs CRT. It is based on television technology. In raster scan system electron beam sweeps across the screen, from top to bottom covering one row at a time.A pattern of illuminated pattern of spots is created by turning beam intensity on and off as it moves across each row. A memory area called refresh buffer or frame buffer stores picture definition. This memory area holds intensity values for all screen points. Stored intensity values are restored from frame buffer and painted on screen taking one row at a time.Each screen point is referred to as pixels.
  32. Raster Scan Displays Figure 5: Raster Scan Display Figure 6: Horizontal and Vertical Retrace
  33. • In raster scan systems refreshing is done at a rate of 60-80 frames per second. Refresh rates are also sometimes described in units of cycles per second / Hertz (Hz). At the end of each scan line, electron beam begins to display next scan line after returning to left side of screen. The return to the left of screen after refresh of each scan line is known as horizontal retrace of electron beam. At the end of each frame electron beam returns to top left corner and begins the next frame.
  34. Raster-Scan Display Processor: An important function of display process is to digitize a picture definition given in an application program into a set of pixel-intensity values for storage in refresh buffer. This process is referred to as scan conversion. The purpose of display processors is to relieve the CPU from graphics jobs. Display processors can perform various other tasks like: creating different line styles, displaying color areas, etc. Typically display processors are utilized to interface input devices, such as mouse, joysticks.
  35. Raster Scan Systems Figure 7: Architecture of a simple raster system
  36. Raster Scan Display Processor • Figure 9 shows one way to set up the organization of a raster system containing a separate display processor, sometimes referred to as a graphics controller or a display coprocessor. Figure 9: Architecture of a raster-graphics system with a display processor
  37. • ADVANTAGES: • Real life images with different shades can be displayed. • Color range available is bigger than random scan display. • DISADVANTAGES: • Resolution is lower than random scan display. • More memory is required. • Data about the intensities of all pixel has to be stored.
  38. Difference between Raster Scan and Random Scan S.N O Base of Difference Random Scan Raster Scan 1. Resolution The resolution of random scan is higher than raster scan. While the resolution of raster scan is lesser or lower than random scan. 2. Cost It is costlier than raster scan. While the cost of raster scan is lesser than random scan. 3. Modification In random scan, any alteration is easy in comparison of raster scan. While in raster scan, any alteration is not so easy . 4. Interlacing In random scan, interlacing is not used. While in raster scan, interlacing is used. 5. Line Drawings In random scan, mathematical function is used for image or picture rendering. It is suitable for applications requiring polygon drawings. While in which, for image or picture rendering, raster scan uses pixels. It is suitable for creating realistic scenes. 6. Motion of Electron Beam Electron Beam is directed to only that part of screen where picture is required to be drawn, one line at a time. Electron Beam is directed from top to bottom and one row at a time on screen. It is directed to whole screen. 7. Picture Definition It stores picture definition as a set of line commands in the Refresh buffer. It stores picture definition as a set of intensity values of the pixels in the frame buffer. 8. Refresh Rate Refresh rate depends on the number of lines to be displayed i.e. 30 to 60 times per second. Refresh rate is 60 to 80 frames per second and is independent of picture complexity. 9. Solid Pattern In random scan, Solid Pattern is tough to fill. In raster scan, Solid Pattern is easy to fill. 10. Example Pen Plotter TV Sets
  39. HARD COPY DEVICES • Printers • Plotters INPUT DEVICES FOR OPERATOR INTERACTION • Keyboards • Mouse • Trackball and Spaceball • Joysticks • Data Glove • Digitizers • Touch Screens • Light pen • Voice Systems • Image Scanners
  40. THANKYOU
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