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Graphics

The document provides an overview of computer graphics, including its history, definitions, tools, and applications. It contrasts manual drafting with computer graphics, highlighting advantages such as speed, accuracy, and the ability to create complex images and animations. Additionally, it discusses hardware components, including input and output devices, and the functioning of CRT monitors in displaying graphics.

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gguy3911
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0% found this document useful (0 votes)
5 views

Graphics

The document provides an overview of computer graphics, including its history, definitions, tools, and applications. It contrasts manual drafting with computer graphics, highlighting advantages such as speed, accuracy, and the ability to create complex images and animations. Additionally, it discusses hardware components, including input and output devices, and the functioning of CRT monitors in displaying graphics.

Uploaded by

gguy3911
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 243

COMPUTER GRAPHICS

Prepared by:
Ramesh Pd. Basaula
Introduction
1.1 History of Computer Graphics
1.2 Application of Computer Graphics
Computer Graphics
By graphics we will refer to any sketch drawing, special artwork or
other material to pictorically depect an object or process or otherwise
convey information instead of written description. That means sketch
can be anything, it may be cartoon or landscape, building, electrical
network or of the human anatomy.
Definition
• In simple, computer graphics means drawing pictures on computer
screen.
• It involves computation, creation and manipulation of data.
• In other words, we can say computer graphics is rendering tool for the
generation and manipulation of images.
CG Tools
• Include both Hardware and Software tools
• Hardware tools: Output tools like video monitor, printer etc and input devices
like keyboard, mouse, touch panel, graphics card etc.
• Software tools: Operating system, compiler, editors, debuggers, graphics
library etc.
Mannual drafting Vs Computer graphics
• In Manual drafting we make drawing by hand. Manual drafting can be started easily. The
drafting tools are easily available in market. It is completed in a predictable time. Progress
of making drawing depends on the amount of the work and the number of person work. In
the computer graphics, we make easily, quickly drawing. We make drawing very fast in
computer but computer graphics does not work well when drawing gets large.
• In manual drafting, when we doing some changes in drawing, it will be time consuming
and drawing will not be neat, clean, and accurate. Each mistake would involve extensive
eraser and re-drawing. With computer graphics, when we will be doing corrections very
fast and easy, the result will be neat, clear and original. We understand very easily. We
make drawing 100% accurate by computer.
• Display of all the surfaces of any drawing in different color and thus obtaining realistic
images of objects is possible in computer graphics. We make very Special effect such as
shading in manual drafting will be done accurately. In computer, we do this work very
easily in little time. We show in drawing special effect such as color, shading and
materials. In hand made drawing, we cannot give easy effect. This work is very time
consuming.
Contd…
• In manual drafting we make 2d with different view like as top view front view and
side view, but we cannot make original 3d drawing and cannot do orbit the
drawing. We want to see any view of drawing in manual drawing, resulting from
every modification of viewpoint, scale or other parameter will have to be redrawn.
When using of computer, we make drawing, so together with drawing make all
types of view, we can see through a few commands with any view.
• In sharp contrast to the lines drawn and areas shaded continuously in manual
drawing any and every point, line or area depicted on a computer is composed of
dots of finite size, because of the very nature of the hardware used to display
them. In general, a point shown on the monitor corresponds to a pixel.
• Manual drafting start by low investment. Should be the some amounts of money
requirement. But computer graphics, we want big amount of money compared to
manual Drafting. Computer graphics need of a specialized kind of training,
concentration, and effort.
Advantages of CG
• It provides tools for producing picture not only of concrete real world
object but also of abstract, synthetic objects such as mathemtical
surfaces in 4D and of data have no inherent geometry.
• It have ability to show moving pictures and thus it is possible to
produce animations with computer graphics.
• With computer graphics user can also control the animation speed,
portion of the view, the geometric relationship the object in the scene
to one another, the amount of detail shown and on.
Contd…
• The computer graphics provides tool called motion dynamics. with
this tool user can move and tumble objects with respect to a stationary
observer, or he can make objects stationary and the viewer moving
around them.
• The computer graphics also provides facility called update dynamics.
With update dynamics it is possible to change this shape, color or
other properties of the objects being viewed.
History of Computer Graphics
• CG is rapidly evolving field.
• Until the past two decades graphics was mainly the realm of artist.
• Now CG has touched the lives of not only artist but also the common
people in various ways.
• The history of CG can be studied as a chronical development of
hardware and software.
The evolution of CG
• 1940-1941: The first directly digital computer-generated graphics that would associate with today
as being actual CG. The very first radiosity image was invented at MIT in the 1940s.
• 1946: The images were first presented at the 1946 national technical conference of the Illuminating
Engineering Society of North America.
• 1948: The images were published in the book: Lighting Design by Moon and D. E. Spencer. 1948.
• 1950: John Whitney Sr. invents his computer-assisted mechanisms to create some of his graphic
artwork and short films.
• 1951: Vector scope computer graphics display on the computer at MIT. The General Motors
Research Laboratory also begins the study of computer-aided graphical design applications.
• 1955: The SAGE air defense system developed in the middle 1950s was the first two used
commands and control CRT displays console on which operator identified targets with the light
pen. Sage system uses the first light pen as an input device at MIT Lab by Bert Sutherland.
• 1956: Lawrence Livermore labs associate graphics display with IBM 704 and film recorder for
color images. Bertram Herzog uses analog computers to create CRT graphics in the behavior of
military vehicles at the University of Michigan computing center.
Contd…
• 1957: In the National Bureau of Standards first image-processed photo was used.
• The IBM 740 created a sequence of points on a CRT monitor to represent lines and
shapes.
• 1958: Steven Coons, Ivan Sutherland, and Timothy Johnson started working with the
TX-2 computer system to manipulate the drawn pictures.
• 1959: The first commercial film recorder produced in San Diego, CA.
• Don Hart and Ed Jacks invented the first computer-aided drawing system at General
Motors Research Laboratory and IBM.
• 1960: William Fetter was first termed “Computer Graphics” for cockpit drawing.
• John Whitney Sr. invents motion graphics in LA.
Contd…
• 1961: The advancing computer Graphics was to come from one MIT
students, Ivan Southerland created computer drawing program called
Sketchpad.
• 1961: Steve Russel at MIT created the video games Space war.
• Mid 60s we started seeing various computer generated films.
• 1970s: Shading algorithm were introduced inorder to show the shapes more
realistic.
• 1984: Apple release the first machintos computer which was the first
personal computer to use graphical interface, however, XEROX Alto PC
featured the first editor with menus, icons etc.
• 1990: Many more films produces, most notably is Toy Story.
• Open GL direct X moving forward.
Assignment 1:
Application of Computer Graphics
• Graphical User Interface (GUI)
• Art
• Entertainment
• Presentations
• Engineering Drawings
• Education and Training
• Medical Imaging
• Flight Simulator
• Printing Technology
• Satellite Imaging
• Cartography
• CAD/CAM
Chapter- 2 Graphics Hardware
Assignment 2:
1. Input hardware: Keyboard, Mouse (mechanical & optical), Light pen,
Touch panel (Optical, Sonic, and Electrical), Digitizers (Electrical, Sonic,
Resistive), Scanner, Joystick

2. Output Hardware
Monitors
Monochromatic CRT Monitors
Color CRT Monitors
Flat Panel Display Monitors
Hardcopy Devices
Plotters
Printers
Component of Computer Graphics:
An interactive Computer Graphics consists of three major components
• Digital Memory Buffer(Refresh Buffer)
• Display Controller
• TV/Video Monitor
Digital Memory Buffer
• A plane where images or pictures are stored as an array of 0 and 1
where 0 represents black and 1 represents white.
• The amount of memory required to hold the images priority depends
upon the resolution of the screen and also the color depth used for
pixel.
TV Monitor
• Tv monitor or video monitor helps to view the display and they make
use of CRT technology.
Display Controller
• An interface between memory buffer and TV monitor.
• Its job is to pass the content of frame buffer to the monitor.
• The passing has to be fast for steady display on the monitor otherwise
flickering of images may occour.
• The display controller reads each successive type of data from frame
buffer memory and converts 0’s and 1’s into corresponding video
signals
Frame Buffer
• A frame buffer is a large contiguous piece of computer memory. At
minimum there is one memory bit for each pixel. This amount of
memory is called a bit plane.
• We know that memory bit has only two states, therefore a single bit
plane yields a black and white display.
• A frame buffer is a digital device and the CRT is an analog device.
Therefore a conversion from digital representation to an analog signal
must take place when information is read from buffer and displayed on
the Raster CRT graphics device. For this we use DAC(Digital to
Analog Converter)
Frame Buffer

1 DAC Electron Gun


1
Register

Frame Buffer
(A digital Device) CRT-Raster
(Analog Device)

Fig: 1 bit plane frame buffer


N- bit color Frame Buffer

• Color or gray scales are incorporated into a frame raster graphics


devices by using additional bit planes
• The intessity of each pixel on the CRT is control by a corresponding
pixel location in each of the n-bit planes.
• The binary values from each of the N-bit planes is loaded into
corresponding position in a register.
• The resulting binary number is interpreted in an intesity level between
0(dark) and 2n-1 full intesity.
Contd…
• This is converted into an analog volatage between 0 and the maximum
voltage of the electron gun by the DAC.
• A total of 2N intensity level are possible.
• Figure in the below illustrate a system with 3-bit planes for a total of
23=8 intesity level are possible.
• Each bit plane are requires the full complement of memory for given
raster resolution.
• Eg: a three bit plane frame buffer for a 1024 raster graphics requires
(3*1024*1024=3,145,728 memory bits).
3- bit color Frame Buffer

0 0 1 0 2N DAC Electron Gun

Fig: 3-bit plane gray level frame buffer


Frame Buffer using look-up table
• To achieve an increase in the number of available intensity level, look-
up table is used by an modest increased in the required memory.
• After reading the bit planes in the frame buffer the resulting number is
used as an index into the look-up table.
• The look-up table must contain 2N entries, each entry in the look-up
table is ’W’ bit wide. ’W’ may be greater then N.
• When this occur 2W intensities are available but only 2N different
intensities are available at one time, in order to get additional
intensities the look-up table must be changed.
Diagram
0

1
0 1 0 0
0 0 1 0 2W DAC

W=4 Electron Gun


Look-up table

Display monitor
or CRT raster
Fig: Color manipulation using look-up table
Pixel and Resolution
• Pixel
• The image that is display on the screen is composed of thousands
or millions of dots, these are called pixels. The word pixel is
composed of two words that is picture+ element
• So, we can define pixel as the smallest element in a picture on a
screen
• Pixel is nothing but one spot in a rectilinear grid or thousands of
such spot that are individually pointed to form an image on the
screen by a computer or on a paper by a printer.
Contd…
• Resolution
• The total number of pixels that can be displayed on the screen is
referred to as the resolution of the image.
• Normally displayed as a paired of numbers such as 640*480
wherease 640 is the number of pixels that can be displayed
horizontally on the screen and 480 is the no of pixels that can be
displayed vertically on the screen.
Cathode Ray Tube (CRT)
Diagram- The basic operation of CRT

Magnetic
Description
• A beam of electrons(cathode rays) emitted by an electron gun, passes
through focusing and reflection systems that are directed the beam
towards specied positions on the phosphor coated screen.
• The phosphor then emits small spot of light at each position
contracted 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
poits. This type of display is called refresh CRT.
Contd…

• The primary components of an electron gun in a CRT are then heated


metal cathod and a control grid.
• Heat is supplied to the cathode by directing a current through a coil of
wire called filament, inside the cylindrical cathode structure. This
cause the electrons to be “boiled off” the hot cathode surface.
• In the vaccum in CRT envelope, the free negatively charge electron
are then accelerated towards the phosphor coating by a high positive
voltage. The accelerating voltage can be generated with a positively
charge metal coating or an accelerating anode can be used.
Contd…
• Focusing system in a CRT is needed to force the electron beam to
coverage into a small spot as it strikes the phosphor. Otherwise
electron would repel each other and the beam would spread out as it
approaches the screen.
• Deflection of a electron beam can be controlled either with electric or
magnetic field. Cathode ray tube are now commonly constructed with
magnetic deflection coils mounted on the outside of CRT envelope.
• Two pairs of coils are used on opposite side of the neck of the CRT
envelope.
• One pair is mounted on the top and bottom of the neck and the other
pair is mounted on opposite side of the neck.
Persistence
• When an electron beam collides with phosphor coating screen they are
stopped and their kinetic energy is observed by the phosphor atom.
• Part of the beam energy is converted by friction into heat energy and
the remainder causes electrons of phosphor atoms to move upto higher
quantum energy level.
• After a short time the excited phosphor electron begin droping back to
their stable state giving up their extra energy as small quantum of light
energy.
• The frequency or color of the light emitted by the phosphor is
proportional to the energy difference between the excited and ground
state.
Contd…
• Besides color of major difference between phosphor is their persistence,
how long they continue to emit light after the CRT beam is removed.
• Hence persistence can be defined as the time it takes the emitted light from
the screen to decay one tenth (1/10) of its original intensity.
• Lower persistence phosphor requires higher refresh rate to maintain pictures
on the screen without flicker.
• A phosphor with lower persistence is useful for animation and similarly a
phosphor with higher persistence is useful for displaying highly complex,
static pictures.
Contd…
• The glow produced by phosphor atom has to last long but not too long
remember that the screen is being scaned 25 times every second. If the
phosphor continue to glow too long, color will remain from the first
scan when the second scan has begm and the overall pictures will be
blured.
• On the other hand if the color from the first scan fades out before the
second scan has began there will be blank movement on the screen and
the pictures will appear to flicker(to burn or sign unsteadly giving on
or off).
Color CRT
• A CRT monitor displays color pictures by using a combination of
phosphors that emits different colored light, by combining the emitted
light from the different phosphors a range of colors can be generated.
• There are two techniques for producing a color displays with a CRT,
they are
• Beam penetration method
• Shadow mask method
Beam penetration method
• This method for dispplaying color pictures has been used with random
scan monitor or vector scan monitor.
• Two layer of phosphor usually red and green are coated onto the inside
of CRT screen and the displayed color depends on how far the
electrons beam penetrates into the phosphor layer.
• A beam of slow electrons excites only the outer layer i.e. red color
layer wherease the beam of very fast electrons penetrates through the
red layer and excites the inner green layer.
• At the intermediate speed the combination of red and green light are
emitted to show two additional colors orange and yellow.
Diagram

Green Layer
Red Layer

Screen
Electron Gun

Fig: Beam Penetration Method


Advantages and Disadvantages
• Advantages
• The biggest is that it is at half cost of shadow mask method and its resolution
is better.
• Disadvantages
• The change of color takes time which does not suit interactive graphics at all.
• The quality of pictures is not as good as with other method.
Shadow mask method
• Commonly used in raster scan system (including color TV) because
they produce a much wider range of colors then the beam penetration
method.
• A shadow mask CRT has three phosphor colors dots at each pixel
position. One phosphor dot emit a red colored light another emits
green coloured light and the third one emits blue coloured light.
• This type of CRT has three electrons one for each dot and a shadow
mask grid just behind the phosphor coated screen.
Contd…
• The three electron beam are deflected and focused as a group onto the
shadow mask, which contains a series of holes aligned with the
phosphor dot patterns.
• When the three beams pass through a hole in the shadow mask, they
activate a dot triangle which appears as a small color spot on the
screen.
• The phosphor dot in the triangle are araanged so that each electron
beam can activate only its corresponding color dot when it passes
through the shadow mask.
Diagram
Display Devices
• The most important part in a PC is the display system.
• The dislay system where the graphics are rendered in the console
screen of the computer.
• It is responsible for graphics display.
• Types:
• Raster scan display
• Vector scan display
• Flat pannel display
• Direct View Storage Tube(DVST)
Raster Scan Display
• The most common type of graphics monitor employing CRT is the raster
scan display based on TV technology.
• In a raster scan system electron beam is swept across the screen a row at a
time from top to bottom.
• As the electron beam moves across each row the beam intensity is turn on
and off to create a pattern of illuminated spots.
• Picture defination is stored in a memory area called the refresh buffer or
frame buffer.
• This memory area holds the set of intensity values for all the screen points.
Store intensity values are then retrive from the refresh buffer and painted on
the screen one row at a time as shown in figure given below.
Diagram
Contd…
• Each screen point is referred to as pixel or pel.
• The capability of a raster scaned system to store intensity information for
each screen point makes it well suited for the realistic display of scenes
containing subtle shading and color patterns.
• Home TV and printers are the examples of other system using raster scan
methods.
• Intensity range for pixel position depends on the capabilities of a raster
system. In simple black and white system each screen point either on or off.
So only one bit per pixel is needed to control the intensity of a screen
position. Additional bits are needed when color variation can be displayed
upto 24 bits per pixel are included in high quality system which can require
several megabites of storage for the frame buffer depending upon the
resolution of the system.
Contd…
• On the black and white system with 1bit/pixel, the frame buffer is
commonly called as bit map, for system with multiple bits per pixel,
the frame buffer is often reffered to as pixmap.
• Refreshing on raster scan displays is carried out at the rate of 62-80
frames per second although some system are designed for higher
refresh rate.
• Sometimes refresh rate are described in units of cycle/second or Hz.
Where cycle corresponds to one frame.
Raster Scan Display Architecture
Peripheral
CPU
Devices

System Bus

System Video
Memory Controller
1 0 0 0 0
0 1 0 0 0 0
0 0 1 0 0 0 Monitor
0 0 0 0 1 0
Fig: Architecture of Raster Display System
Description
• The architecture of rster scan display consist of CPU, Video Controller,
input devices like mouse and keyboards and output devices like CRT
monitor and a system memory along with a refreshed buffer as shown in
figure.
• A fixed area of the system memory is reserved for the refreshed buffer and
the video controller is given direct access to the frame buffer memory.
• The display images is stored in the from of 0’s and 1’s in the refresh buffer.
The video controller reads this refreshed buffer and produce the external
image on the screen. Here the video controller is used to control the
operation of the display devices.
• The application program and graphics subroutine packages reside in the
system memory and execute on CPU.
Contd…
• The raster scan processed as follows
• Starting from top left corner of the screen, the electron beam scan
horizontally from left to right, one scan line i.e. one row at a time.
• Jumping (without tracking the line) to the left end of the next lower
row until the bottom right corner is reached.
• Then it jumps again without tracking to the top left corner and
starts again finishing one compute refresh cycle.
• In the raster scan display, the screen image is maintained by
repeatedly seeing the same image. This process is known as
refrreshing of the screen and it is completed at about one
thirtieth(1/30) the seconds.
ON

OFF

Fif: Raster Scan Cycle


Pros and Cons of Raster Display
• Pros:
• Ability to fill the areas with solid color or patterns.
• Time require for refreshing is independent of the complexity of image.
• Low cost.
• Cons:
• Due to scan conversion Jaggies or Stiarcasing is formed.
Random Scan/Vector Scan Display
• Random scan monitor draw a picture one line at a time and for this
reason are also referred to as vector display (or stroke writing or
calligraphic display)
• For example if we want a line connecting point A with point B on the
vector graphic display we simply drive the beam deflection circuitery
which will cause beam to go directly from point A to point B.

B
Contd…
• The components line of pictures can be drawn and refreshed by a
random scan system in any specified order as shown in figure below.
Contd…
• Refresh rate in random on random scan system depends on the number
of lines to be displayed picture definition now stored as a set of lines
drawings commands in a area of memory referred to as the refresh
display file. Sometimes it is also called as display program list.
• To display a specified picture, the system cycles through the set of
commands in the display file, drawing each component line in turn.
• Random scan display are design to draw all the component line of a
picture 30- 60 times each seconds.
• Random scan system are designed for line drawing applications and
can not display realistic shaded scenes.
Randon/Vector Display Architecture
Peripheral
CPU
Devices

System Bus

System Video
Memory Controller
Move(10-10)
Line(200,100,400,
600);
… Monitor

JMP Fig: Architecture of Vector Display System
Description
• The architecture of vector display is consist of CPU, a display
processor, input devices like keyboard, mouse and output device like
CRT monitor of and a system memory along with a refresh buffer
memory which is also called display program or display list.
• An application program is input and stored in the system memory
along with a graphics packages and they get executed in the CPU.
• Graphics commands is the application program are translated by the
graphics packages into a display processor to refresh the screen.
• Sometimes the display processor is referred to as display processor
unit (DPU) or graphics controller.
Contd…
• There are offcoruse no bit planes containing mapped pixel value as in
raster system. Instead the dislay buffer memory stores a set of lines
drawing commands along with the end point coordinate is a display
list or display program coated by graphics packages.
• The DPU executes each ommands during every refresh cycle and fetch
the vector generator with digital x and y. The vector generator converts
the digital signals into equivalent analog voltages.
• This cause the electron beam to move to the start point or from the
start point to the end point of a line. Thus, the beam sweep doesnot
follow any fixed pattern, the direction is arbitrary as directed by the
display commands.
Advantages and Disadvantages
• Advantages
• It can produce the smooth output primitives unlike raster because the CRT
beam directly follows the line path.
• It is better then raster scan display for real time dynamics.
• Since picture defination is stored as a set of line drawing instructions and not
as a set of intensity values for all screen points, vector display generally have
higher resolution then raster system.
• Disadvantages
• A vectr display system can not fill areas with patterns and manipulate bits.
That’s why this system can not display realistic shaded scenes.
• Time required for refreshing depend on its complexity( more the line longer
the time ). The flicker may appear as the complexity of the images increases.
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GRAPHICS LANGUAGES
AND
ANIMATION TECHNIQUE
Pratik Dhital
Roll No-16
3rd Semester
BE Computer
Introduction

Computer animation is a visual digital display technology that


processes the moving images on screen. In simple words, it can
be put or defined as the art or power of giving life, energy and
emotions etc. to any non-living or inanimate object via
computers. It can be presented in form of any video or movie.
Graphic file formats

 Graphic images are stored digitally using a small number of


standardized graphic
 file formats, including bit map, TIFF, JPEG, GIF, PNG; they can
also be stored as
 raw, unprocessed data.
 Graphics files are often large, so they're often stored in
compressed formats such
 as GIF or jpeg. The image is an example of a graphics file.
JPEG(Joint Photographic Experts
Group)
 JPEG allows varying levels of lossy compression, letting you
trade off quality against file size.
 Progressive JPEG is a way to rearrange the graphic data to
permit a rough view of the entire image even when only a
small portion of the file has been downloaded.
GIF(Graphics Interchange Format)

 The Graphic Interchange Format takes an image and re-


creates it using a palette of no more than 256 colors. These
palettes can be totally different for different images.
 GIF is a very efficient format that achieves very good
compression for nonphotographic images.
 GIF also permits the creation of animated images by allowing a
file to contain several different frames (each with its own
palette) and to switch between them with a specified delay.
PNG(Portable Network Graphics)

 Portable Network Graphics is a standard developed in 1996 as


an alternative to and improvement on GIF, but without the
patent issues and palette restrictions.
 PNG can compress an image more than GIF and supports
improved background transparency/opacity but allows only
single images, without animation.
BMP(Bitmap Image File)

 The simplest way to define a raster graphic image is by using


color-coded information for each pixel on each row.
 This is the basic bit-map format used by Microsoft Windows.
 The disadvantage of this type of image is that it can waste
large amounts of storage.
Tiff(Tap Image File Format)

 Tagged Image File Format, which is used in faxing,


desktop publishing and medical imaging.
 TIFF is actually a “container” that can hold bit maps and
JPEGs and allows various types of compression.
Graphic Packages

 A graphic package is a program used to create and


manipulate figures on the computer.
 It enables the user to manipulate Visual images on the
computer.
 It is created for specific purpose of free hand drawing,
painting, maps, charts etc.
Types of graphics package
 There are two major types of graphic packages; raster and
vector applications.
 Raster graphic applications are resolution-based. Images are
based on pixels; when scaled they lose quality and clarity.
Vector graphics are resolution-independent. They can retain
the highest quality at any scale.
Examples of graphic packages and
libraries

 MS- Paint
 Auto CAD
 Photoshop
 Instant Artist
 Harvard Graphic
 Logic Graphic
 Logo Graphic
Graphical Language

 A high-level language and programming interface used to


create graphics images.
 Graphics applications make programming calls to the APIs of
the language, and the graphics drivers render the images on
the screen or printer.
PHIGS

 Programmer's Hierarchical Interactive Graphics Standard


 A graphics system and language used to create 2D and 3D
images.
 Like the GKS standard, PHIGS is a device-independent
interface between the application program and the graphics
subsystem.
GKS(Graphical Kernel System)

 The Graphical Kernel System (GKS) was the first ISO standard for low-
level computer graphics, introduced in 1977.

 GKS provides a set of drawing features for two-dimensional vector


graphics suitable for charting and similar duties. The calls are
designed to be portable across different programming languages,
graphics devices and hardware, so that applications written to use
GKS will be readily portable to many platforms and devices.
PHIGS+

 PHIGS originally lacked the capability to render illuminated


scenes, and was superseded by PHIGS+. PHIGS+ works in
essentially the same manner, but added methods for lighting
and filling surfaces within a 3D scene.
 PHIGS+ also introduced more advanced graphics primitives,
such as Non-uniform rational B-spline (NURBS) surfaces.
Need for machine independent
graphical language
 Allows same graphics program to be run on many different
machine types with nearly identical output
 These languages are designed to be portable, meaning they
can be easily compiled and run on different types of
computers.
Computer animation

 Refers to any timely sequence of visual changes in a


scene
 Computer animations can also be generated using
variations in object properties (size,shape,color,etc.)
Computer animation language

 Design and control of animation sequences are handled with a


set of animation routines
 General purpose language like C,FORTRAN,pascal,etc is often
used to program animation functions.
Open Graphics Library

 OpenGL (Open Graphics Library) is a cross-language, cross-


platform application programming interface
 Although functions are similar to those of C language but it is
language independenace (API) for rendering 2D and 3D
vector graphics.
Examples of OPENGL

 Since OpenGL is a graphics API and not a platform of its own, it


requires a language to operate in and the language of choice
is C++.
THANK YOU

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