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Computer graphics provides


methods to generate images
using a computer.

The word image should be
understood in a more abstract
sense here.
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An image can represent a realistic
scene from the real world, but
graphics like histograms or pie
charts as well as the graphical
user interface of a software tool
are also considered as images.

This section provides a brief
overview on typical
application fields and facets of
computer graphics.

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Graphical User Interface (GUI)
Arts/ advertising (artificial,
modified image/s sequences)
Visualisations (graphs of functions,
bar chart & pie diagrams,
temperature distribution on the
surface of the earth, visualization
of high-dimensional data, etc.)
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Reconstructing 3D-objects from
measured data (3-D scanner,
ultrasonic images, etc.)
CAD/CAM (Computer Aided
Design/ Manufacturing) (Design of
objects like cars, building, etc)
Simulation and animation (flight
simulators, computer games,
movies, etc)
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Interactive TV (free choice of the
viewers position, computation of
image based on information from a
small number of cameras.)
Virtual reality (realistic 3D view + free
movement + acoustics)
Augmented reality (auxiliary
information superimposed to the real
world by a semi-transparent glasses.)
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Dimensional (2D Drawing / 3D Modeling)

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Type of Interaction (of control over the object
and its image, Virtual or Real etc.)

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Cases where the graphics generated is
the end product itself. E.g. Animation
Sequence, Cartography, raster
Painting etc.
Cases like CAD where the Graphics
generated are merely the
intermediate stage of the final
product development or
representative model of the actual
objects.

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The user may deal with only one picture
at a time (typical in plotting) or user
may deal with a time varying sequence
of related picture (as in motion or
update dynamics) or with a structured
collection of objects as in many CAD
applications that contain hierarchies
of assembly and sub assembly
drawing.

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REAL SCENE whose details/ objects
have to be modeled.
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MODEL OF THE SCENE in
which the objects of the
real scene are
represented by the
available modelling
techniques (basic
geometric objects,
transformations, ).
The true geometry
might only be
approximated by the
model
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CHOICE OF A VIEW/PART OF THE
VIRTUAL WORLD to be displayed
CLIPPING: Computation which
objects are within the chosen
view
VISIBILITY CONSIDERATIONS:
objects in the clipping region
are visible for the viewer .
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RESULT: pixel image

Illumination effects,
shading
Two-dimensional
clipping

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RENDERING is a whole process of
generating a two-dimensional
image from a three-dimensional
scene.
RENDERING PIPELINE is a
composition of single rendering
steps, depending on the effects to
be modelled (illumination, shading,
shadows, reflections, )
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3 MAIN COMPONENTS
(1)APPLICATION SYSTEM
(2)GRAPHIC SYSTEM
(3)USER

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System consists of HARDWARE &
SOFTWARE.
3 COMPONENTS OF SOFTWARE
(1) APPLICATION PROGRAM creates,
store and retrieves the data/objects
to be pictured on the screen from (2)
(2) APPLICATION DATA helps in
producing images by sending a series
of graphics output command in (3)

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(1)GRAPHICS SYSTEMS interacts between
the user and the application program
and responsible for producing the
picture from the detailed descriptions
and for passing the user input to the
application program for processing.

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The operation of CRT is based on the
concept of energizing an electron beam
that strikes the phosphor coated screen at
a very high speed. The energy transfer
from the electrons to the phosphor due to
the impact causes it to illuminate and
glow. The negatively charged cathode is
heated until electrons generated in a
diverging clouds (as electrons repel each
other) and then they are focused into a
beam via the focusing unit.

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The graphics (line segments) can be
generated any where randomly on screen
as per the choice of user input and
software by not scanning in particular
order

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The screen is scanned from left to right,
top to bottom all the time to generate
graphics

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Screen must be refreshed or redrawn
minimum 30 to 60 times per second
(30 to 60Hz) to maintain flicker free
image

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The complex picture could be drawn
without flicker at high resolution as it is
stored in phosphor mesh located behind
the screens surface. The old picture has
to be erased completely for new one to
be drawn. The new picture can be
displayed rapidly if the erasing is faster.
However, due to lack of selective erasure,
the DVST cannot provide colors,
animation and use of light pen as an
input device.

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A raster graphic device can be considered as a
matrix of cells. Each of which can be made bright
that are called pixels, that are smallest
addressable area on screen.
Frame buffer is a memory area in which picture in
the form of pixel is stored.
A 512 512 i.e. 2
9
2
9
,
elements square raster
require 2
18
or 262144
memory bits in single bit
plane
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The picture is built up in the frame buffer one bit at
a time (either 0 or 1) causing black or white
(monochrome) display.

DAC Digital to Analog Converter
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Intensity level between 0 (dark) and 2
N
1
(full intensity)

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Lookup tables contains 2
N
entries for N bit
planes and with W width.
Each entry will now have 2
W
values

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Color frame buffer contains
three bit planes for each
primary color i.e. red (R),
green (G) and blue (B)
Each bit plane drives an
individual color gun for
each of the primary color
used in color video
Table on the right plane
shows a sample color table
Figure in the next slide
demonstrates Simple Color
Frame Buffer

Red Green Blue
Black 0 0 0
Red 1 0 0
Green 0 1 0
Blue 0 0 1
Yellow 1 1 0
Cyan 0 1 1
Magenta 1 0 1
White 1 1 1
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(Increases number of shades of each color
(2
8
)
3
= 2
24
= 16,777,216 possible colors )
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Mouse rollers with sphere
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2.1 Compute the following:
a) Size of 800 x 600 image at 240 pixels per
inch
b) Resolution of 2 x 2 inch image that has
512 x 512 pixels
c) Height of the resized image 1024 x 768 to
one that is 640 pixels wide with the same
aspect ratio
d) Width of an image having height of 5
inches and aspect ratio 1.5
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2.2 Find the number of colours a frame buffer
of 8 bit planes each of red, green and blue,
and 10 bit wide lookup table can produce.
2.3 Find the amount of memory required by an
8 plane frame buffer each of red, green and
blue, having 1024 x 768 resolution.
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2.4 Find the refresh rate of a 512 x 512 frame
buffer, if the access time for each pixel is
200 nanoseconds (ns).
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(1) Find the amount of memory required by a
3 plane frame buffer each of red, green and
blue of 800 x 600 screen resolution.
(2) Find the refresh rate of a 1024 x 1024
frame buffer, if it can access 32 pixels in a
group of simultaneously, in an access time of
200 ns.
(3) Find the number of colors that is possible
on a 512 x 512 raster screen with 3 plane
buffer each for red, green and blue.

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4. Based on the given application fields,
identify existing software that is now being
used. Give at least one for each field. Describe
shortly the identified software.

5. Assume you want to develop application
software in monitoring stock market. Give a
particular scenario wherein the computer
graphics will show the trend of the monitored
stock market.

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