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Chapter One

This document provides an introduction and overview of computer graphics. It discusses that computer graphics is principally concerned with generating and manipulating images through computational methods, with applications ranging from entertainment to scientific visualization. The document then summarizes the history of computer graphics, from early graphic output devices in the 1950s to advances in 3D rendering and virtual reality in later decades. It also defines key concepts in computer graphics like raster and vector graphics, interactive versus non-interactive graphics, and components of the graphics rendering process like the display controller and frame buffer.

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0% found this document useful (0 votes)
175 views9 pages

Chapter One

This document provides an introduction and overview of computer graphics. It discusses that computer graphics is principally concerned with generating and manipulating images through computational methods, with applications ranging from entertainment to scientific visualization. The document then summarizes the history of computer graphics, from early graphic output devices in the 1950s to advances in 3D rendering and virtual reality in later decades. It also defines key concepts in computer graphics like raster and vector graphics, interactive versus non-interactive graphics, and components of the graphics rendering process like the display controller and frame buffer.

Uploaded by

HASEN SEID
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Chapter one

Introduction to Computer Graphics


1.1 Introduction to computer graphics
Computer Graphics is principally concerned with the generation of images, with wide ranging
applications from entertainment to scientific visualization. In other words, we can say that
computer graphics is a rendering tool for the generation and manipulation of images. Thus, by
using a computer as a rendering tool for the generation and manipulation of images is
called computer graphics. Computer graphics is an art of drawing pictures on computer screens
with the help of programming. It involves computations, creation and manipulation of data.
Graphics is a vast field that encompasses almost any graphical aspect like special effects,
simulation and training, games, medical imagery, animations and much more. 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 convey information, as a supplement to or instead of
written descriptions.
It relies on an internal model of the scene, that is, a mathematical representation suitable
for graphical computations. The model describes the 3D shapes, layout, projections to compute a
2D image from a given viewpoint and rendering which involves projecting the objects
(perspective), handling visibility (which parts of objects are hidden) and computing their
appearance and lighting interactions and materials of the scene.
Generally, the term computer graphics refer to the following things:-
 Computer representation and manipulation of image data.
 Various technologies for creating and manipulating images.
 Computer graphics study is a sub-field of computer science that studies methods for digitally
incorporating and manipulating visual content.
Computer graphics is the use of a computer to define, store, manipulate, interrogate, and represent
the pictorial output. An image in computer graphics is made up of a number of pixels (screen spot).
Figure 1: Computer graphics image data process

There are two kinds of computer graphics which are listed below.
 Interactive Computer Graphics
 Non-Interactive Computer Graphics
Interactive Computer Graphics:
In interactive computer graphics, users have some controls over the image, i.e., the user can make
any changes to the image produced.
Interactive Computer Graphics involves computer-user two-way communication.
For Example:
 Ping-Pong game.
 Drawing on touch screens.
 Display weather forecast or other moving charts/graphs on the screen.
 Animating pictures or graphics in movies.
 Graphics animation in video games.
Working of Interactive Computer Graphics
The modern display of graphics is very simple to build. It is composed of three components:-
 Display controller or video controller
 Digital memory or frame buffer
 Television monitor
1. Display controller or video controller- It’s a Memory Buffer and TV Monitor interface. Its
task is to pass Frame Buffer’s contents to the monitor. The display controller reads each continuous
byte of Memory frame buffer data and converts 0’s and 1’s into appropriate video signals.
In today’s term, the display controller is recognized as a display card, and one of our choices can
be a VGA (Video Graphics Array) card with a resolution of 640×480. Display Controller is also
capable of displaying the image in colors.
2. Digital memory or frame buffer-This is a place where images and pictures are stored as an
array (matrix of 0 & 1, 0 represents darkness, and 1 represents image or picture). It is also called
a frame buffer.
In today’s term frame buffer is called V-RAM (video RAM), and it helps to store the image in bit
form. It helps to increase the speed of graphics.
3. Television monitor- Monitor helps us to view the display, and they make use of CRT (Cathode
ray tube) technology.

Advantages:
1. Superior Quality
2. More accurate outcomes or products
3. Increased Productivity.
4. Lower cost of development.
5. Increases the ability to understand information and interpret patterns significantly.
Non- Interactive Computer Graphics:
Non-interactive computer graphics are also known as passive computer graphics. It is a type of
computer graphics in which the user has no control over the image. The photo is completely
controlled by the instructions of the program not by the user.
For Example:
 Screen savers.
 Map representation of the data.
 Graphic elements are used in the text, document, and PDF presentation.
 Static images are used in mobile applications and websites.
 Business graphics are used as brochures, business cards, menu of the hotel.
Representation of graphics:
We can represent the graphics by following two ways:
1. Raster (Bitmap) Graphics
2. Vector Graphics
1. Raster Graphics: In raster graphics, the image is presented as a rectangular grid of colored
squares.
Raster images are also called bitmap images. Bitmap images are stored as the collection of small
individual dots called pixels.
Bitmap images require high resolution and anti-aliasing for a smooth appearance.
For example– Paint, Photoshop, etc.
2. Vector Graphics: In vector graphics, the image is represented in the form of continuous
geometric objects: line, curve, etc.
Vector images are not based on pixel pattern. They use mathematical formulas to draw line and
curves. The lines and curves can be combined to create an image.
For Example– PowerPoint.

Figure 2: Raster vs Vector


Difference between Raster and Vector Graphics:

Raster Graphics Vector Graphics

Raster images are the collection of the


The Vector images are composed of paths.
pixel.

Scan conversion is required. Scan Conversion is not required.

Vector Graphics are more costly compared to


Raster Graphics are less costly.
raster graphics.

Raster image takes less space to store. Vector image takes more space.

Raster graphics can draw mathematical Vector graphics can only draw continuous and
curves, polygons, and boundaries. smooth lines.

File Extension: .BMP, .TIF, .JPG etc. File Extension: .SVG, .PDF, .AI etc.

1.2 History of Computer Graphics


In the 1950’s, graphics output were taken via teletypes, line printer, and Cathode Ray Tube
(CRT). Using dark and light characters, a picture could be reproduced. In the 1960’s,
advent of modern interactive graphics, output were vector graphics and interactive
graphics. One of the worst problems was the cost and inaccessibility of machines. In the
early 1970’s, output started using raster displays, graphics capability was still fairly
chunky. In the 1980’s output were built-in raster graphics, bitmap image and pixel.
Personal computers costs decreased drastically; trackball and mouse become the standard
interactive devices. In the 1990’s, since the introduction of VGA and SVGA, personal
computer could easily display photo-realistic images and movies. 3D image renderings
became the main advances and it stimulated cinematic graphics applications. Table 1, gives
a general history of computer graphics.

Table 1: Development Lineage in the field of Computer Graphics

Year Discovery & findings


1950 Ben Laposky created the first graphic images, an Oscilloscope, generated by an electronic
machine
1951 UNIVAC-I: the first general purpose commercial computer, crude hardcopy devices
MIT – Whirlwind computer, the first to display real time video
1960 William Fetter coins the computer graphics to describe new design methods
1961 Steve Russel developed Spacewars, the first video/computer game
1963 Douglas Englebart developed first mouse
Ivan Sutherland developed Sketchpad, an interactive CG system
1964 William Fetter developed first computer model of a human figure
1965 Jack Bresenham designed line-drawing algorithm
1968 Tektronix – a special CRT, the direct-view storage tube, with keyboard and mouse
Ivan Sutherland developed first head-mounted display
1969 John Warnock – area subdivision algorithm, hidden-surface algorithms
Bell Labs – first framebuffer containing 3 bits per pixel
1972 Nolan Kay Bushnell – Pong, video arcade game
1973 John Whitney. Jr. and Gary Demos – “Westworld”, first film with computer graphics
1974 Edwin Catmuff –texture mapping and Z-buffer hidden-surface algorithm
James Blinn – curved surfaces, refinement of texture mapping
Phone Bui-Toung – specular highlighting
1975 Martin Newell – famous CG teapot, using Bezier patches
Benoit Mandelbrot – fractal/fractional dimension
1976 James Blinn – environment mapping
1977 Steve Wozniak -- Apple II, color graphics personal computer
1979 Roy Trubshaw and Richard Bartle – MUD, a multi-user dungeon/Zork
Steven Lisberger – “Tron”, first Disney movie which makes extensive use of 3-D graphics
Tom Brighman – “Morphing”, first film sequence plays a female character which deforms and
1982 transforms herself into the shape of a lynx.
John Walkner and Dan Drake
Jaron Lanier – “DataGlove”, a virtual reality film
1984 Wavefron tech. – Polhemus, first 3D graphics software
1985 Pixar Animation Studios – “Luxo Jr.”, 1989, “ Tin toy”
NES – Nintendo home game system
1987 IBM – VGA, Video Graphics Array introduced
1989 Video Electronics Standards Association (VESA) – SVGA, Super VGA formed
1990 Hanrahan and Lawson – Renderman
1991 Disney and Pixar – “Beauty and the Beast”, CGI was widely used, Renderman systems
with high quality computer effects
1992 Silicon Graphics – OpenGL specification
1993 University of Illinois -- Mosaic, first graphic Web browser
Steven Spielberg – “Jurassic Park” a successful CG fiction film
1995 Buena Vista Pictures – “Toy Story”, first full-length, computer-generated, feature film
2001 NVIDIA Corporation – GeForce 256, GeForce3
2003 ID Software – Doom3 graphics engine
2006 Google acquires Sketchup
2009 The state of the art of computer graphics, as of 2009, was brief in a short video
2013 Now, it is possible to create graphics on a home computer
2015 Big data is being used to create animations
2018 Now, we can create “realistic” graphics on mobile phones. We can also create a completely CGI-
based human face in real-time

1.3 Applications of Computer Graphics


First let see some computer graphics terminologies.
The core elements of computer graphics include the following:-
 Modeling:- Involves representation of choices, geometric processing
 Rendering:- Executes geometric transformation, visibility, implements simulation of light
 Interaction:- Synergy of input/output devices, tools
 Animation: - Simulation of lifelike characters, natural phenomena, their interactions,
surrounding environments.
Some applications of computer graphics are mentioned below:
1. Graphical User Interface (GUI): It is a way of interacting with a computer using the icon,
menu, and other visual, graphics by which user easily interacts.
2. Art: Computer Graphics provides a new way of making designs. Many artists and designers
use illustrator, coral draw, Photoshop, adobe muse, and other types of applications for
creating new designs.
3. Entertainment: Computer graphics allow the user to make animated movies and games.
Computer graphics are used to create scenes. Computer graphics are also used for special
effects and animations.
4. Presentations: Computer graphics are used for making charts, bar diagrams, and other
images for the presentation purpose, with the graphical presentation the user, can easily
understand the points.
5. Engineering Drawings: Computer Graphics has also provided us the flexibility to make 3D
models, house circuits and engineering drawings, etc… which is helpful for us.
6. Education and Training: Computer graphics are also used to provide training to students
with simulators. The students can learn about the machines without physically trying them.
7. Medical Imaging: MRIs, CT scans, and other internal scans are possible because of
computer graphics.
8. Flight Simulator: Computer graphic is used to provide training to pilots of aircraft. The
pilots give much time to a flight simulator on the ground instead of real airplanes.
9. Printing Technology: Computer graphics are used in textile designing and flex printing.
10. Typography: Use of character pictures to replace the rough form of the past in printing.
11. Satellite Imaging: Computer graphics are used to forecast the movement of the cloud and
to predict the weather.
12. Cartography: Computer graphics are used in map drawing.
13. CAD/CAM: CAD/CAM is also known as Computer-aided design and computer-aided
manufacturing. CAD/CAM is used to design and build prototypes, finished products, and
manufacturing processes.
Advantages of Computer graphics:
Some important benefits of Computer graphics are:
 Increase Productivity
 Computer graphics give us tools for creating pictures of solid objects as well as of
theoretical, engineered objects.
 Computer graphics also point out the moving images.
 The computer can store complex drawings and display complex pictures.
 Sound cards are used to make computers produce sound effects led to other uses of
graphics.
Disadvantages of Computer graphics:
Some problems with computer graphics are:-
 Hardware characteristics and cost.
 Technical issues.
 Coupling issues (display-to-simulation).
 Define the motion.
 Structure of drawings (making the structure explicit).
 Hidden line removal.
 Program instrumentation and visualization.

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