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Computer Graphics: Unit 1

The document discusses various display technologies used in computer graphics, including CRT displays, LCD displays, plasma displays, and emerging technologies like touch screens and augmented/virtual reality displays. Plasma displays overcome some limitations of CRTs and LCDs by being thin, large, and bright like CRTs but with less power needs than CRTs. They work by exciting gas atoms between glass panels to emit UV light and glow.

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Kamini Salunkhe
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0% found this document useful (0 votes)
66 views

Computer Graphics: Unit 1

The document discusses various display technologies used in computer graphics, including CRT displays, LCD displays, plasma displays, and emerging technologies like touch screens and augmented/virtual reality displays. Plasma displays overcome some limitations of CRTs and LCDs by being thin, large, and bright like CRTs but with less power needs than CRTs. They work by exciting gas atoms between glass panels to emit UV light and glow.

Uploaded by

Kamini Salunkhe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Computer Graphics

Unit 1
Scheme
Unit 1
Application
Geometry
Rasterization
CRT Display
Liquid Crystal Display
Plasma Display
 Plasma display panels
 Plasma display panels (PDPs) overcome some of the
disadvantages of both CRTs and LCDs. They can be
manufactured easily in large sizes (up to 125 cm, or
50 inches, in diagonal size), are less than 10 cm (4
inches) thick, and have wide horizontal and vertical
viewing angles. Being light-emissive, like CRTs, they
produce a bright, sharply focused image with rich
colours. But much larger voltages and power are
required for a plasma television screen (although less
than for a CRT), and, as with LCDs, complex drive
circuits are needed to access the rows and columns of
the display pixels. Large PDPs are being manufactured
particularly for wide-screen, high-definition
television.
 The basic principle of a plasma display,
shown in the diagram, is similar to that of
a fluorescent lamp or neon tube. An electric
field excites the atoms in a gas, which then
becomes ionized as a plasma. The atoms
emit photons at ultraviolet wavelengths, and
these photons collide with
a phosphor coating, causing the phosphor to
emit visible light.
Plasma Display subpixel
A pulse of electricity between the addressable
electrodes and the transparent sustain and discharge
electrodes causes gas sealed in a subpixel to form a
plasma and discharge ultraviolet light. This discharge
in turn causes the phosphor coating of the subpixel
to flash visible light through the front glass panel. A
red, green, and blue subpixel together form one
pixel, which is perceived by the human eye as a
single spot of one combined hue. Through complex
circuitry, each subpixel is discharged in series
multiple times per second, creating a moving
television image.
 As is shown in the diagram, a large matrix of small,
phosphor-coated cells is sandwiched between two large
plates of glass, with each cluster of red, green, and blue
cells forming the three primary colours of a pixel. The space
between the plates is filled with a mixture of inert gases,
usually neon and xenon (Ne-Xe) or helium and xenon (He-
Xe). A matrix of electrodes is deposited on the inner
surfaces of the glass and is insulated from the gas by
dielectric coatings. Running horizontally on the inner
surface of the front glass are pairs of transparent
electrodes, each pair having one “sustain” electrode and one
“discharge” electrode. The rear glass is lined with vertical
columns of “addressable” electrodes, running at right angles
to the electrodes on the front plate. A plasma cell, or
subpixel, occurs at the intersection of a pair of transparent
sustain and discharge electrodes and an address electrode
 . An alternating current is applied continuously to
the sustain electrode, the voltage of this current carefully
chosen to be just below the threshold of a plasma
discharge. When a small extra voltage is then applied across
the discharge and address electrodes, the gas forms a
weakly ionized plasma. The ionized gas emits ultraviolet
radiation, which then excites nearby phosphors to produce
visible light. Three cells with phosphors corresponding to
the three primary colours form a pixel. Each individual cell
is addressed by applying voltages to the appropriate
horizontal and vertical electrodes.
 The discharge-address voltage consists of a series of short
pulses that are varied in their width—a form of pulse
code modulation. Although each pulse produces a very
small amount of light, the light generated by tens of
thousands of pulses per second is substantial
when integrated by the human eye.
Touch Screen Display
Virtual Reality
 Virtual reality (VR), the use
of computer modeling and simulation that
enables a person to interact with an artificial
three-dimensional (3-D) visual or other
sensory environment. VR applications
immerse the user in a computer-generated
environment that simulates reality through
the use of interactive devices, which send and
receive information and are worn as goggles,
headsets, gloves, or body suits.
 In a typical VR format, a user wearing a helmet
with a stereoscopic screen views animated images
of a simulated environment. The illusion of “being
there” is effected by motion sensors that pick up
the user’s movements and adjust the view on the
screen accordingly, usually in real time (the instant
the user’s movement takes place). Thus, a user can
tour a simulated suite of rooms, experiencing
changing viewpoints and perspectives that are
convincingly related to his own head turnings and
steps. Wearing data gloves equipped with force-
feedback devices that provide the sensation of
touch, the user can even pick up and manipulate
objects that he sees in the virtual environment.
 What is Augmented Reality?
 Augmented reality (AR) is an experience

where designers enhance parts of users’


physical world with computer-generated
input. Designers create inputs—ranging from
sound to video, to graphics to GPS overlays
and more—in digital content which responds
in real time to changes in the user’s
environment, typically movement.
 Augmented reality (AR) is a technology that
lets people superimpose digital content
(images, sounds, text) over a real-world
environment. AR got a lot of attention in
2016 when the game Pokémon Go made it
possible to interact with Pokémon
superimposed on the world via a smartphone
screen.
 Augmented reality is what it sounds like:
reality, enhanced with interactive digital
components. The most commonly used AR
applications these days rely on smartphones
to showcase the digitally augmented world:
users can activate a smartphone’s camera,
view the real world around them on the
screen, and rely on an AR application to
enhance that world in any number of ways via
digital overlays:
 Superimposing images, digital information
and/or 3D models
 Adding real-time directions
 Inserting labels
 Changing colors
 Altering the user or their environment's

appearance via "filters" on Instagram,


Snapchat, and other apps
 Various devices can display AR, and the list is

only growing: screens, glasses, handheld and


mobile devices, and head-mounted displays.
 Training and education: Dynamic, AR-based instructions let
people perform new tasks more easily and quickly than
traditional training methods (like instruction manuals). As
wearable devices like AR-powered smart glasses, AR contacts
and AR headsets become more widely available, the potential
for training via augmented reality will be tremendous.

 Entertainment: AR has been enhancing entertainment for years.


In 2012, a hologram of Tupac Shakur appeared onstage with
Snoop Dogg at Coachella. This year, a fully CGI avatar who
happens to be an Instagram influencer was 
signed by talent agency CAA. And to adapt to the realities of
the COVID-19 pandemic, the band Real Estate offered a “
Quarantour,” meaning an AR-powered tour to replace the live
shows it had to cancel because of worldwide quarantines.
 Gaming: Today, dozens of other games incorporate AR
elements. The popularity of AR games is no surprise, as gaming
was one of the most obvious early applications that many
people saw for AR and VR capabilities.

 Selling: These days, it’s possible to virtually try on or try out a


variety of merchandise before buying via augmented reality
apps: Sephora’s app lets you view cosmetics in AR on your face;
IKEA offers a chance to “see” furniture in your home; paint
brands let you virtually view colors on your walls; Warby
Parker makes it possible to “try on” glasses frames without
actually visiting a store location or ordering samples. Pre-
pandemic, these offerings provided a way to enhance in-store
experiences or make life a little easier for busy shoppers. Now,
they’ve made it possible for many brands to sell to shoppers
stuck in their homes. AR applications for eCommerce are poised
to become the norm.
Output primitives
 Graphics primitives are the functions to draw
basic picture elements to make a picture. E.g.
point, line, characters.

 1) Point – Plots a single pixel on screen

 E.g. putpixel(x,y,color)
 This function takes x, y cordinates of pixel

and color as arguments.


Output primitives continued ……

 2) Line – It draws straight line.

 E.g. lineto(x,y)

 Line(x1,y1,x2,y2)
 Setlinetype(parameter)
 setlinewidth(parameter)
 setlinecolor(parameter)
Output primitives continued ……

 3) Text – Draws a string of characters.

 E.g. Text ( x, y, String )

 4) Polygons - It a set of line segments joined


end to end.
 E.g. drawpoly ( x[], y[], n )
 X[] – array of x coordinates
 Y[] – array of y coordinates
 N = numbers of corners of polygon + 1
Output primitives continued ……

 5) Marker
 It draws a specified symbol at given co

ordinate position in different color and


different size. We can select a particular
character to be a marker symbol.
 E.g. drawmarker ( x[], y[], n )

 Draw symbols at polygon edges.


 Setpolymarkertype ( ‘*’ )

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