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CGA

This document discusses various topics related to computer graphics and visualization including: - Types of computer-aided design applications such as presentation graphics, computer art, entertainment, education and training, and visualization. - Types of output devices for computer graphics such as cathode ray tubes, liquid crystal displays, and their operating principles. - Graphics transformation techniques including translation, rotation, scaling, reflection, and shear. - Perspective projection techniques and types such as parallel projection and perspective projection. - Principles of lighting, radiance, and color models like Y'UV and Y'CbCr. - Animation techniques such as squash and stretch and the differences between keyframe animation and procedural animation.

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RYZEN OP
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0% found this document useful (0 votes)
27 views8 pages

CGA

This document discusses various topics related to computer graphics and visualization including: - Types of computer-aided design applications such as presentation graphics, computer art, entertainment, education and training, and visualization. - Types of output devices for computer graphics such as cathode ray tubes, liquid crystal displays, and their operating principles. - Graphics transformation techniques including translation, rotation, scaling, reflection, and shear. - Perspective projection techniques and types such as parallel projection and perspective projection. - Principles of lighting, radiance, and color models like Y'UV and Y'CbCr. - Animation techniques such as squash and stretch and the differences between keyframe animation and procedural animation.

Uploaded by

RYZEN OP
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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ccta application

Computer-Aided Design:
o Presentation graphics:
o Computer Art:
o Entertainment:
o Education and training:
o Visualization:
o Image processing:
In medical applications,
o Graphical User Interface:

output devices
o Refresh Cathode – Ray Tubes
o Raster Scan Display
o Random Scan Display
o Color CRT Monitor
o Direct View Storage Tubes
o Flat – Panel Display
o Liquid Crystal Display

cathode ray tube


o A beam of electrons (cathode rays), emitted by an electron gun, passes through
focusing and
deflection systems that direct the beam toward specified positions on the phosphor
– coated
screen.
o 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.
o 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

raster scan display


o The most common type of graphics monitor employing a CRT is the raster-scan
display, based
on television technology.
o In a raster-scan system, the electron beam is swept across the screen, one row at
a time from
top to bottom.
o As the electron beam moves across each row, the beam intensity is turned on and
off to create
a pattern of illuminated spots. Picture definition is stored in a memory area
called the Refresh
Buffer or Frame Buffer

random scan display


o When operated as a random-scan display unit, a CRT has the electron beam directed
only to
the parts of the screen where a picture is to be drawn.
o Random scan monitors draw a picture one line at a time and for this reason are
also referred
to as vector displays (or stroke-writing or calligraphic displays).
o The component lines of a picture can be drawn and refreshed by a random-scan
system in any
specified order.
o A pen plotter operates in a similar way and is an example of a random-scan, hard-
copy device.
o Refresh rate on a random-scan system depends on the number of lines to be
displayed. Picture
definition is now stored as a set of line drawing commands in an area of memory
referred to
as the Refresh Display File. Sometimes the refresh display file is called the
Display List,
Display Program, or simply the Refresh Buffer

 Light Emitting Diode (LED)


o A matrix of diodes is arranged to form the pixel positions in the display, and
picture
definition is stored in a refresh buffer.
o As in scan-line refreshing of a CRT, information is read from the refresh buffer
and
converted to voltage levels that are applied to the diodes to produce the light
patterns in
the display

 Light Crystal Device (LCD)


o These are commonly used in small systems, such as calculators and portable,
laptop
computers.
o These non-emissive devices produce a picture by passing polarized light from the
surroundings or from an internal light source through a liquid-crystal material
that can be
aligned to either block or transmit the light.
o The term liquid crystal refers to the fact that these compounds have a
crystalline
arrangement of molecules, yet they flow like a liquid.
o Flat-panel displays commonly use nematic (threadlike) liquid-crystal compounds
that tend to
keep the long axes of the rod-shaped molecules aligned.
o A flat-panel display can then be constructed with a nematic liquid crystal.

dda

bresenhams sum algorithm

clipping (point or line clipping)


The process which divides the given picture into two parts: visible and Invisible
and allows to
discard the invisible part is known as clipping. For clipping we need reference
window called as
clipping window.
POINT CLIPPING
Discard the points which lie outside the boundary of the clipping window.
Where,
Xmin ≤ X ≤ Xmax and Ymin ≤ Y ≤ Ymax

LINE CLIPPING
Discard the part of lines which lie outside the boundary of the window.
It is performed by using the line clipping algorithm. The line clipping algorithms
are:
1. Cohen Sutherland Line Clipping Algorithm
2. Liang – Barsky Line Clipping Algorithm
3. Cyrus – Beck Line Clipping Algorithm
2d transformations and its types
Transformation means changing some graphics into something else by applying rules.
We
can have various types of transformations such as translation, scaling up or down,
rotation,
shearing, etc.
In computer graphics, various transformation techniques are#o Translation
o Rotation
o Scaling
o Reflection
o Shear

perspective transformations and its types


Camera Analogy
1. Viewing position
2. Camera orientation
3. Size of clipping window

Viewing Pipeline
􀂄 The general processing steps for modeling and converting a world coordinate
description of a
scene to device coordinates:

Viewing Coordinates
􀂄 Viewing coordinates system described 3D objects with respect to a viewer.
􀂄 A Viewing (Projector) plane is set up perpendicular to zv and aligned with
(xv,yv).

Projection
􀂄 Projection can be defined as a mapping of point P(x,y,z) onto its image in the
projection
plane.
􀂄 The mapping is determined by a projector that passes through P and intersects the
view plane
( P’).
􀂄 Projectors are lines from center (reference) of projection through each point in
the object.
􀂄 The result of projecting an object is dependent on the spatial relationship among
the projectors
and the view plane.

Parallel Projection
􀂄 Coordinate position are transformed to the view plane along parallel lines.
􀂄 Center of projection at infinity results with a parallel projection.
􀂄 A parallel projection preserves relative proportion of objects, but dose not give
us a realistic
representation of the appearance of object.

Perspective Projection
􀂄 Object positions are transformed to the view plane along lines that converge to
the projection
reference (center) point.
􀂄 Produces realistic views but does not preserve relative proportion of objects.
􀂄 Projections of distant objects are smaller than the projections of objects of the
same size are
closer to the projection plane.
Light
Light is electromagnetic radiation. What we see as visible light is only a tiny
fraction of the
electromagnetic spectrum, extending from very-low-frequency radio waves through
microwaves, infrared, visible and ultraviolet light to x-rays and ultraenergetic
gamma rays. Our
eyes respond to visible light; detecting the rest of the spectrum requires an
arsenal of scientific
instruments ranging from radio receivers to scintillation counters

RADIANCE
RADIANT ENERGY
RADIANT FLUX
RADIANT FLUX DENSITY

Y’UV
Y’UV defines a color space in terms of one luma (Y’) and two chrominance (UV)
components. The Y’UV color model is used in the following composite color video
standards

y'cbcr
Y’CbCr color model contains Y’ , the
luma component and cb and cr are the
blue-differnece and red difference
chroma components.
It is not an absolute color space. It is
mainly used for digital systems
Its common applications include JPEG
and MPEG compression.

types of coherences
objec
face
edge
scan
area and span
depth
frame

Curves and Surface


 The world around us is full of objects of remarkable shapes.
 Nevertheless, in computer graphics, we continue to populate our virtual worlds
with flat
objects.
 We have a good reason for such persistence.
 Graphics system scan render flat three –dimensional polygons at high rates,
including
doing hidden-surface removal, shading, and texture mapping.
 We introduce three ways to model curves and surfaces, paying most attention to
the
parametric polynomial forms.
 We also discuss how curves and surfaces can be rendered on current graphics
systems, a
process that usually involves sub dividing the curved objects into collections of
flat
primitives
Squash and stretch
This is probably the most important rule of
animation: it refers to the natural
deformation, weight and flexibility of
objects.
Rigidity
The most important animation principle is called squash and stretch. When an object
moves, its
movement indicates the rigidity of the object. Many real world objects have little
flexibilty, such
as furniture, however most organic objects have some level of flexibility in their
shape.
Volume
When a person smiles, the shape of the face is determined by the movement of
muscles
underneath a layer of skin. During a smile, though the head seems to increase in
size, with the
widening of the mouth and jaw, it does not. The object is simply displacing its
matter into the
stretched shape.

12.6 KEY-FRAME ANIMATION VS. PROCEDURAL


ANIMATION
In a procedural animation objects are animated by a
procedure -- a set of rules -- not by keyframing. The animator
specifies rules and initial conditions and runs simulation. Rules are
often based on physical rules of the real world expressed by
mathematical equations.
To produce a keyframe animation, the animator creates the
behavior of a model manually by using an intuitive “put that there”
methodology. The animator has direct control over the positions,
shapes, and motions of models at any moment in the animation. On
the other hand, to produce a procedural animation the animator
provides initial conditions and adjusts rather abstract physical
parameters, such as forces and torques, in order to control
positions, shapes, and motions of models. The effect of changing a
parameter value is often unpredictable in procedural animation. The
animator has to run a simulation to see the result.

MORPHING
Morphing is a special effect in motion pictures and
animations that changes (or morphs) one image into another
through a seamless transition. Image morphing means creating a
sequence of images which when played in seq

axonometric projections and type

oblique projections and types

vanishing points and types

3d viewing and stages

canonical viw volume cvv


combined transformation matrices for projection and views

radiometry

photometry

colorimetry

chromatic adaptations and types

binary space partition and examples

painter algorithm

application of prezier

curves and types

parametric representation(curves,circles,hyperbola, parabola)

space curves and types

key frame

computer animations and principles

define image and its types


An image is a visual representation of something. In information technology, the
term has
several usages:
 An image is a picture that has been created or copied and stored in electronic
form. An
image can be described in terms of vector graphics or raster graphics. An image
stored in
raster form is sometimes called a bitmap. An image map is a file containing
information
that associates different locations on a specified image with hypertext links.
 A disk image is a copy of the entire contents of a storage device, such as a hard
drive or
DVD. The disk image represents the content exactly as it is on the original storage
device,
including both data and structure information
 Another use of the term image is for a section of random access memory (RAM) that
has
been copied to another memory or storage location.
image compresion and standards-jpeg

digital image enhancement ad its types

Image compression standard – JPEG


o The objective of image compression is to reduce irrelevant and redundant image
data in order
to be able to store or transmit data in an efficient form.
o JPEG, which stands for Joint Photographic Experts Group (the name of the
committee that
created the JPEG standard) is a lossy compression algorithm for images.
o A lossy compression scheme is a way to inexactly represent the data in the image,
such that
less memory is used yet the data appears to be very similar. This is why JPEG
images look
almost the same as the original images they were derived from most of the time,
unless the
quality is reduced significantly, in which case there will be visible differences.
o The JPEG algorithm takes advantage of the fact that humans can't see colors at
high
frequencies. These high frequencies are the data points in the image that are
eliminated during
the compression. JPEG compression also works best on images with smooth color
transitions.
o JPEG is a commonly used method of lossy compression for digital images. The
degree of
compression can be adjusted, allowing a tradeoff between storage size and image
quality with
a compression ratio 10:1; but with little perceptible loss in image quality.

c. Distinguish between Cavalier and cabinet Projection.


Ans
• Oblique projection, the direction of projection is not normal to the projection
of plane.
• Oblique projection, we can view the object better than orthographic projection.
• There are two types of oblique projections − Cavalier and Cabinet. The Cavalier
projection makes 45° angle with the projection plane.
• The projection of a line perpendicular to the view plane has the same length as
the line
itself in Cavalier projection.
• In a cavalier projection, the foreshortening factors for all three principal
directions are
equal.
• The Cabinet projection makes 63.4° angle with the projection plane.
Ms. Rohini Desai Page 9
• In Cabinet projection, lines perpendicular to the viewing surface are projected
at ½ their
actual length

Write a short note on perspective transformation.


Ans
• In perspective projection, the distance from the center of projection to project
plane is
finite and the size of the object varies inversely with distance which looks more
realistic.
• The distance and angles are not preserved, and parallel lines do not remain
parallel.
• With a perspective projection some laws of affine transformations are not valid
anymore (e.g. parallel lines may not be parallel anymore after the perspective
projection has been applied).
• Therefore, since it’s not an affine transformation anymore, it can’t be described
by a
3x3 matrix anymore.
• Homogeneous coordinates can help in this case. However, this is the sole case
where
the homogeneous component h is not equal to 1 in the result. Therefore, in a
subsequent
step a division by this value is needed
• Instead, they all converge at a single point called center of projection or
projection
reference point. There are 3 types of perspective projections which are shown in
the
following chart.
o One point perspective projection is simple to draw.
o Two point perspective projection gives better impression of depth.
o Three point perspective projection is most difficult to draw.

Q3c. Write a short note on Chromatic Adaptation.


Ans:
1. It is the human visual system’s ability to adjust to changes in illumination in
order to
preserve the appearance of object colors.
2. It is responsible for the stable appearance of object colors despite the wide
variation of
light which might be reflected from an object and observed by our eyes.
3. A Chromatic Adaptation Transform (CAT) function emulates this important aspect
of
color perception in Color Appearance Model.
4. An object may be viewed under various conditions.
5. For example, it may be illuminated by sunlight, the light of a fire, or a harsh
electric
light.
6. In all of these situations, human vision perceives that the object has the same
color.

Explain different types of deformation.


Ans:
• The Deformation Effect can be used to animate either bitmap or vector-based
graphics,
it even works on gradients and textures.
• The Deformation Effect acts as a skeleton in which you can manoeuvre different
articulations or bend it into a fluid curve. It can prove useful in many situations
including cut-out animation. When paired with your creativity, the Deformation
Effect
can produce some stunning results.
• There are 2 main types of deformer:
o Bone Deformer
o Curve Deformer

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