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COMPUTER GRAPHICS NOTES

The document provides an overview of graphics systems, detailing video display devices, input devices, hardcopy devices, and graphics software. It covers output primitives, line drawing algorithms, filled area primitives, attributes of output primitives, 2D transformations, and the viewing pipeline. Additionally, it discusses 3D transformations, projection methods, visibility detection, and color models.
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0% found this document useful (0 votes)
8 views

COMPUTER GRAPHICS NOTES

The document provides an overview of graphics systems, detailing video display devices, input devices, hardcopy devices, and graphics software. It covers output primitives, line drawing algorithms, filled area primitives, attributes of output primitives, 2D transformations, and the viewing pipeline. Additionally, it discusses 3D transformations, projection methods, visibility detection, and color models.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNIT 1: Overview of Graphics System

Video Display Devices

Devices used to present graphical output visually:

• Cathode Ray Tube (CRT):


o Raster-scan systems: Refresh screen line by line from top to
bottom. Commonly used in TVs and computer monitors. Best
for realistic images and video.
o Random-scan systems (Vector displays): Draws images
using a sequence of lines (vectors). Well-suited for line art,
engineering, and scientific applications.
• Flat-Panel Displays:
o LCD (Liquid Crystal Display): Uses liquid crystals
controlled by electric signals and backlighting. Offers sharp
images, widely used in monitors and laptops.
o LED: Enhanced version of LCD that uses LED backlighting for
better brightness, energy efficiency, and color contrast.
o Plasma Displays: Use small cells containing electrically
charged ionized gases. Suitable for large screens with wide
viewing angles.
o OLED (Organic LED): Each pixel emits its own light.
Delivers deep blacks, high contrast, and faster response time.
Used in high-end smartphones and TVs.

Input Devices

Used to interact with or provide input to graphics applications:

• Keyboard and Mouse: Standard devices for textual and point-


based input.
• Light Pen: Hand-held device that detects screen position when
pointed at CRT displays.
• Joystick/Trackball: Control cursor by motion; used in simulation
and gaming.
• Digitizer: Converts analog drawings/sketches into digital form.
Used in CAD.
• Touch Screens: Allow direct interaction with graphical interface
using fingers/stylus.
• Scanner: Converts printed documents/images into digital format.

Hardcopy Devices

Used to produce physical copies of graphical output:

• Printers:
o Inkjet: Sprays ink to form images. Suitable for colorful image
output.
o Laser: Uses laser beams to produce high-resolution prints
quickly.
• Plotters: Use pens to draw vector graphics on paper. Suitable for
detailed diagrams like maps, architectural drawings.

Graphics Software

• Drivers & APIs (Application Programming Interfaces):


o Provide interface between hardware and software for rendering
graphics.
o Examples: OpenGL (cross-platform), DirectX (Windows-
specific).
• GUI Toolkits:
o Libraries like GLUT, Qt, GTK+ used to build graphical
interfaces with windowing, buttons, and event handling.

Output Primitives

Points and Lines

• Point: Basic geometric primitive represented by coordinates (x, y).


• Line: Defined by start and end points. Requires interpolation to
determine which pixels to illuminate.

Line Drawing Algorithms

• DDA (Digital Differential Analyzer):


o Uses incremental calculations to interpolate points between
endpoints.
o Involves floating-point operations. Easier to implement but
slower.
• Bresenham’s Line Algorithm:
o Uses only integer calculations to determine closest pixel.
o More efficient than DDA. Handles all slopes and octants using
decision variables.

Circle Drawing

• Midpoint Circle Algorithm:


o Draws circle using symmetry about center (8-way).
o Uses decision parameters to choose nearest pixel.
o Efficient due to use of integer arithmetic.

Filled Area Primitives

• Scan-line Fill: Fills polygons by drawing horizontal lines between


edges.
• Boundary Fill: Fills area until boundary color is reached.
• Flood Fill: Fills connected region of a specific color. Good for filling
enclosed areas.
UNIT 2: Attributes & 2D Transformations

Attributes of Output Primitives

Defines appearance:

• Line Attributes: Color, width, and styles (solid, dashed, dotted).


• Curve and Character Attributes: Font, size, orientation, and
color.

2D Transformations

Geometric manipulations to alter object position/shape:

• Translation:
o Moves an object by adding offsets.
o Equations:
• Scaling:
o Resizes object. Can be uniform or differential.
o Equations:
• Rotation:
o Rotates about origin by angle θ.
o Equations:

Matrix Representation

• All transformations represented using 3×3 matrices.


• Allows easy combination using matrix multiplication.

Homogeneous Coordinates

• Adds a third coordinate (w = 1) to allow translations.


• Facilitates concatenation of transformations.

Composite Transformations
• Combines multiple transformations in a sequence.
• Order matters: Different order leads to different results.
• Reflection: Mirror image across axis.
• Shear: Slanting transformation along axis.
UNIT 3: Viewing and Clipping

Viewing Pipeline

Sequence for converting 3D world to 2D image:

1. Modeling Transformation
2. Viewing Transformation
3. Projection
4. Clipping
5. Viewport Transformation

Viewing Coordinate Frame

• World coordinates are transformed to camera/viewing coordinates.


• Camera's position and direction define the frame.

Window to Viewport Transformation

• Maps a selected area (window) of world coordinates to a display


region (viewport).
• Maintains geometric properties.
• Equations:

Clipping

Removing objects or parts outside view window:

• Point Clipping: Checks if point lies within window.


• Line Clipping:
o Cohen-Sutherland: Assigns region codes. Efficient for trivial
accept/reject.
o Liang-Barsky: Uses parameterized line equations. Faster than
Cohen-Sutherland.
• Polygon Clipping:
o Sutherland-Hodgman Algorithm: Clips each polygon edge
with respect to window. Works well for convex polygons.
UNIT 4: Input and 3D Transformations

Graphical Input Functions

Used for interactive graphics systems:

• Locator: Returns screen coordinates.


• Pick: Identifies and selects objects.
• Choice: Selects from menu options.
• String: Allows text entry.
• Stroke: Records freehand input (pen movement).
• Valuator: Measures continuous input like sliders.

3D Input Devices

Specialized devices for interacting with 3D content:

• 3D Mouse: Allows movement in all three dimensions.


• Data Gloves: Capture finger and hand motion for VR/AR.
• 3D Scanners: Convert real-world objects into 3D models.

3D Transformations (Homogeneous Coordinates)

Represented using 4×4 matrices:

• Translation:
• Scaling:
• Rotation:
o About X-axis:
o Similar equations for Y and Z axes.
• Composite Transformation: Combine translation, scaling, and
rotation using matrix multiplication.
UNIT 5: Projection, Visibility & Color Models

Viewing Pipeline

Transforms 3D models to 2D images through these stages:

• Modeling → Viewing → Projection → Clipping → Viewport Mapping.

Projections

• Orthographic Projection:
o Projects along parallel lines.
o Preserves object size and shape. Ideal for engineering drawings.
• Perspective Projection:
o Projects along converging lines to a viewpoint.
o Simulates human vision. Distant objects appear smaller.

Visible Surface Detection Methods

• Backface Detection:
o Uses surface normals. If polygon faces away, it's not drawn.
o Improves rendering speed.
• Depth Buffer Method (Z-buffer):
o Stores depth of each pixel.
o Compares new pixel's depth with stored value. Closer one is
drawn.
o Simple and widely used in hardware.

Color Models & Color Applications

Defines how colors are represented:

• RGB (Red, Green, Blue):


o Additive model for screens.
o Mixing produces all visible colors.
• YIQ:
o Used in TV broadcasting.
o Y = Luminance (brightness), I & Q = Chrominance (color info).
• CMY (Cyan, Magenta, Yellow):
o Subtractive model for printers.
o Inks subtract light to produce colors.
• HSC (Hue, Saturation, Color Value):
o Based on human perception.
o Useful in color selection, image editing.

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