0% found this document useful (0 votes)
12 views

Computer Graphics 3

Uploaded by

marvinsai108
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views

Computer Graphics 3

Uploaded by

marvinsai108
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 45

DR.

EMMANUEL KITCHER
Content

 Introduction to Computer Graphics;

 Overview of Computer Graphics Systems;

 Output Primitives;

 Attributes of Output Primitives.


Overview of Computer Graphics Systems

 Computer Graphics System;

 Computer Graphics Display Systems;

 Computer Graphics Devices;

 Computer Graphics Software.


Graphics Systems

 Multimedia is a combination of text, graphic, sound,


animation, and video that is delivered interactively to the
user by electronic or digitally manipulated means.
Computer Graphics Systems
 Graphics:
 Pictures as visuals in digital form used in multimedia
presentations are in two forms:
 Bitmap Graphics (Image Raster):
 Formed by pixels arranged in specific ways in a
matrix form;
 Vector Graphics:
 Formed by lines that follow mathematical equations
called vector.
Computer Graphics Systems
Computer Graphics Systems

 Bitmap Graphics:
A digital image is represented by a matrix of numeric
values each representing a quantized intensity value;
 When I is a two-dimensional matrix, then I(r,c) is the
intensity value at the position corresponding to row r and
column c of the matrix;
 The points at which an image is sampled are known as
picture elements, commonly abbreviated as pixels.
Computer Graphics Systems
 Bitmap Graphics:
 The pixel values of intensity images are called gray scale
levels (we encode as color of the image);
 The intensity at each pixel is represented by an integer

and is determined from the continuous image by averaging


over a small neighborhood around the pixel location:
 If two intensity values are used to store each pixel
value, they are called binary-valued images (i.e. black
and white) and represented by the numbers 0 and 1;
 If 8-bit integers are used to store each pixel value, the

gray levels range from 0 (black) to 255 (white).


Computer Graphics Systems

 A bitmap image:
 is a simple information matrix describing the individual dots
that are the smallest elements of resolution on a computer
screen or other display or printing device;
 A one-dimensional matrix is required for monochrome (black
and white);
 A greater depth (more bits of information) is required to
describe more than 16 million colors the picture elements may
have;
 The state of all the pixels on a computer screen make up the
image seen by the viewer, whether in combinations of black
and white or colored pixels.
Computer Graphics Systems
 How are bitmap images created?
 Can be made from:
 scratch with any drawing program such as Paint on
Windows;
a screen capture program, and then paste into any
application;
 a photo, artwork, or a television image using a scanner
or video capture device that digitizes the image;
 Once copied, a bitmap can be used in many creative ways.
Computer Graphics Systems

 Uses of bitmaps:
 photo-realistic images; and
 complex drawing requiring fine detail.

 Exercise 1:
 What other uses can bitmap images be put to?
Computer Graphics Systems
 Bitmap Software:
 The abilities and feature of image-editing programs for
both the Macintosh and Windows range from simple to
complex;
 The Macintosh does not ship with a painting tool, and
 Windows provides only the rudimentary Paint;
 You need to acquire the software separately:
 often bitmap editing or painting programs come as part
of a bundle when you purchase your computer, monitor,
or scanner.
Computer Graphics Systems

 Vector-images:
 are drawn using primitive objects such as:
 lines, boxes, circles, polygons, and other graphic shapes
that can be mathematically expressed in angles,
coordinates, and distances.
A drawn vector object can be filled with color and
patterns, and can be selected as a single object.
Computer Graphics Systems

 Vector-drawn objects:

 are described and drawn to the computer screen using a


fraction of the memory space required to describe and store
the same object in bitmap form.

 is a line that is described by the location of its two endpoints:


A simple rectangle, for example, might be defined as
follows:
 RECT 0,0,200,200
Computer Graphics Systems
Computer Graphics Systems

 Vector graphics are:


 normally turned into bitmap graphics before we see them;
 stored as a series of bitmap files:
 All vector software will enable you to do this very easily
and is normally referred to as rendering.
Computer Graphics Systems
 Uses of Vector-images:
 Multimedia systems such as:
 content authoring, 3-D animation etc;

 Computer-aided design (CAD) programs use vector-drawn


object systems for creating the highly complex and
geometric rendering needed by architects and engineers;
 Graphic artists designing for print media use vector-drawn
objects because the same mathematics that put a
rectangle on your screen can also place that rectangle on
paper without jaggies.
Computer Graphics Systems

 Color:

 colors of the rainbow, are the ascending frequencies of the


visible light spectrum:
 red, orange, yellow, green, blue, indigo, and violet.

 Ultraviolet light, on the other hand, is beyond the higher end of


the visible spectrum and can be damaging to humans:
 The color white is a noisy mixture of all the color frequencies
in the visible spectrum.
Computer Graphics Systems

 Formation of colors on the eye:


 The cornea of the eye acts as a lens to focus light rays
onto the retina;
 The light rays stimulate many thousands of specialized
nerves called rods and cones that cover the surface of the
retina;
 The eye can differentiate among millions of colors, or hues,
consisting of combination of red, green, and blue.
Computer Graphics Systems

 Color models:

1. Additive Color:

 is created (as a result of transmitted light ) by


combining colored light sources in three primary
colors:
red, green and blue (RGB);
used in TV or computer monitors.
Computer Graphics Systems
Computer Graphics Systems
2. Subtractive Color:
 is created (as a result of reflected light) by combining
colored media suc h as paints or ink that absorb (or
subtract) some parts of the color spectrum of light and
reflect the others back to the eye;
 used to create color in printing;

 The printed page is made up of tiny halftone dots of three


primary colors, cyan, magenta and yellow (CMY).
Computer Graphics Systems

 The Two Most Common Color Models:


 There are several established color models used in
computer graphics, but the two most common are the:
 RGB model (Red-Green-Blue) for computer display:
 the convergence of the three primary additive colors
produces white.
 CMYK model (Cyan-Magenta-Yellow-blacK) for printing:
 the convergence of the three primary subtractive
colors produces black.
Computer Graphics Systems
Computer Graphics Systems
 The RGB Color model:
 forms its gamut from the primary additive colors of red,
green and blue;

 Computers generally display RGB using 24-bit color:


 there are 256 variations for each of the additive colors of red,
green and blue;

 Therefore there are 16,777,216 possible colors (256 reds x


256 greens x 256 blues) in the 24-bit RGB color model.
Computer Graphics Systems
 The RGB color model:
 colors are represented by varying intensities of red, green
and blue light;
 the intensity of eac h of the red, green and blue
components are represented on a scale from 0 to 255 with
0 being the least intensity (no light emitted) to 255
(maximum intensity):
 For example in the RGB chart:
 the magenta color would be R=255 G=0 B=255;
 Black is: R=0 G=0 B=0 (total absence of light).
Computer Graphics Systems
 The CMYK printing method is also known as "four-color
process" or simply "process" color:
 All of the colors in the printable portion of the color
spectrum can be achieved by overlapping "tints" of cyan,
magenta, yellow and black inks.
A tint is:
 a screen of tiny dots appearing as a percentage of a
solid color;
 When various tints of the four colors are printed in
overlapping patterns it gives the illusion of continuous
tones - like a photograph.
Computer Graphics Systems
 The CMYK color model colors are:
 represented as percentages of cyan, magenta, yellow and
black.
 For example in a CMYK chart:
 the red color is composed of 14% cyan, 100% magenta,
99% yellow and 3% black.
 The White would be 0% cyan, 0% magenta, 0% yellow
and 0% black (a total absence of ink on white paper).
Computer Graphics Systems

 Color Palettes:
 represents the maximum number of colors that can be
produced by using all three combinations of red, green,
and blue available in the RGB color space;
 Physical palettes contain all of the colors supported by the
system‘s graphics hardware;
 Logical palettes contain only a fraction of the colors that
are available in the physical palette.
Computer Graphics Systems
 Color Palettes:
 When we design graphics, we select colors from the
system‘s physical color palette but render the objects using
the colors present in the logical palette;
 are containers that hold the colors with which we paint and
draw objects on the screen;
 were developed as a means of managing and specifying
small groups of colors within the hardware color space for
the benefit of developers.
Computer Graphics Systems

 Color palettes come in different sizes:


 Larger color palettes can hold more colors and in turn
allow graphic objects to be rendered with more color
fidelity;
 Smaller color palettes hold fewer colors and place
restrictions on the amount of colors that a given image can
contain;
 The actual size of a color palette is always determined by
the hardware capabilities of the system.
Computer Graphics Systems
 Advantages of color palettes:
 Universal compatibility with all display modes:
 those that use 16 or 256 colors, are a common
denominator among all display modes;
 High degree of compression:
 Images that use color palettes with small amounts of
color (i.e., less than 256) tend to require much less disk
space than those that contain thousands or millions of
Computer Graphics Systems
 Advantages:
 Cross-platform compatibility:
 virtually all platforms can display images with 16 or 256
colors in them.
 Ease of manipulation:
 Color palettes are relatively easy to manage and
manipulate from both a creative and technical perspective;
 Good color rendition:
 can provide sufficient level of color fidelity for most arcade
style games.
Computer Graphics Systems
 Advantages:
 Support for special effects:
 support special effects such as color cycling and color fades.

 Color Palette Organization:


 facilitates selection of colors, color palettes are
organized as an array of palette entries or color
indexes.
Computer Graphics Systems
 Image File Formats:
 There are many file formats used to store bitmaps and vectored drawing:
 Microsoft Windows DIB
 .bmp .dib .rle, Microsoft Palette
 .pal
 Autocad format 2D
 .dxf
 JPEG
 .jpg
 Windows Meta file
 .wmf
 Portable network graphic
 .png
 Compuserve gif
 .gif
 Apple Macintosh
 .pict .pic .pct
Computer Graphics Systems
Computer Graphics Systems
Computer Graphics Systems

 There are 5 major elements in our system


 Processor, Memory, Frame Buffer, Input Devices, Output
Devices.
Thank You

You might also like