Unit 1 - Updated
Unit 1 - Updated
Introduction
What is Graphics?
- Images/Pictures
- objects – 2D/3D
How Captured and Produced?
- Manually
- Computer Graphics Technology
Interactive
Receives Display Devices
Devices
input
Display the
images
Hardware Level
Excellence and Service
CHRIST
Deemed to be University
● January 1984, Apple Computers released the first Macintosh computer. It was
the first personal computer to use a graphical interface.
● 1987 - VGA graphics standard introduced – by IBM
● 1995 – Toy Story
○ improved accuracy
○ Ease of modification
○ repeatability of output
○ Quality of output
○ reduction of wastage
2.Presentation Graphics
● Used to produce illustrations for reports or generate slides for use with
projectors
● Slides in a presentation (aka: slide show) may contain
text, graphics, sound clips, video clips, and special effects.
3.Computer Art
● Used in fine art & commercial art
○ Includes artist’s paintbrush programs, paint packages, CAD packages and animation
packages
○ These packages provides facilities for designing object shapes & specifying object
motions.
○ Examples : Cartoon drawing, paintings, product advertisements, logo design
3. Computer Art
● Electronic painting
○ Picture painted electronically on
a graphics tablet (digitizer) using a stylus
○ Cordless, pressure sensitive stylus
● Morphing
○ A graphics method in which one object is transformed into
another
3. Computer Art
4.Entertainment
● Movie Industry
○ Used in motion pictures, music videos,
4.Entertainment
Game Industry
Focus on interactivity
Cost effective solutions
Avoiding computations and
other tricks
Training
6.Visualization
Scientific Visualization
Producing graphical representations for
scientific, engineering, and medical data sets
Weather Map
6.Visualization
Scientific Visualization
6.Visualization
Scientific Visualization
IBM Interactive Maps Technology provides scalable
interactive visualization of geo-located big data
6.Visualization
6.Visualization
Business Visualization
7. Image Processing
7. Image Processing
Graphics System
Refresh operations:
● Two registers – store coordinates of screen pixels
○ Initial x = 0; y = ymax
○ Set the value of this pixel from frame buffer
■ Inc x by one
■ Continue until x = x max (end of line)
○ Reset x = 0; and dec y by one (Scan next line)
○ Continue until y reaches zero.
● Two frame buffers to speed up the process
○ One to refresh
○ To fill the intensity values
● Main task - To digitize a picture into a set of pixel intensity values for storage
in frame buffer - Scan Conversion
○ Objects are scan converted into discrete intensity points.
● In electrostatic deflection
○ Two pair of parallel plates are mounted inside CRT envelope
● Persistence
○ Time that the emitted light from the screen to decay
○ Lower persistence – high refresh rates
■ Useful in animation
○ High persistence – low rates
■ Used in highly complex and static pictures
The light-twisting,
shutter effect of LCD
ON STATE:
Polarized light passing through the
twisted material allows the light to
pass through the opposite
polarizer.
The light is then reflected back to
the viewer.
To turnoff the pixel, we apply a
voltage to the two intersecting
conductors to align the molecules
OFF STATE:
the light is not twisted.
● Pen-based devices
○ pressure sensitive
○ absolute positioning
○ tablet computers
■ IPAQ, WinCE machines
■ Microsoft eTablet coming soon
○ palm-top devices
■ Handspring Visor, PalmOS™
Traditional Input Device (3/4)
● Joysticks
○ game pads
○ flightsticks
○ Touchscreens
● Microphones
○ wireless vs. wired
○ headset
Traditional Input Device (4/4)
● Electromagnetic trackers
○ can be attached to any head, hands, joints, objects
○ Polhemus FASTRAK™(used in Brown’s Cave)
http://www.polhemus.com/ftrakds.htm
http://www.isense.com/products/prec/is900/index.htm
3D Input Device (2/2)
● Gloves
○ attach electromagnetic tracker to the hand
● Pinch gloves
○ contact between digits is a “pinch” gesture
○ in CAVE, extended Fakespace PINCH™ gloves with extra contacts
http://www.fakespacelabs.com/products/pinch.html
CHRIST
Deemed to be University
Graphics Network
Graphics on Internet
● the computer graphics researchers who had access to the network in the first
decade of the Internet-1969 to 1979-weren't interested
Graphics on Internet
Graphics on Internet
Graphics on Internet
○ Another common type of URL begins with ftp://.identifies an “ftp site”, where programs or
other files can be downloaded using the file-transfer protocol.
● Documents on the Internet can be constructed with the Hypertext Markup
● Language (HTML).
○ The development of HTML provided a simple method for describing a document
containing text, graphics, and references (hyperlinks)
● it was difficult originally to find information on the Internet.
● Subsequently, the National Center for Super computing Applications (NCSA)
○ developed a “browser” called Mosaic for users to search for Web resources.
○ The Mosaic browser later evolved into the browser called Netscape Navigator.
● The Hypertext Markup Language provides a simple method for developing
● graphics on the Internet, but it has limited capabilities.
Coordinate Representation
● Modelling Coordinates
● The shapes of individual objects can be defined within individual coordinate
reference frames. • These are called modelling coordinates or local
coordinates, or master coordinates • Each object is defined in "model space“
● World Coordinates
● Once the objects are defined/specified they can be placed where needed in
the scene being modelled. • The reference frame of the scene is specified in
world coordinates. • This step involves the transformation of the individual
modelling coordinate frames to specified positions and orientations within the
world-coordinate frame. • All objects,light sources and cameras live in world
space.
● Viewing Coordinates
● After all parts of a scene have been specified, the description based on world
coordinates is processed through various routines onto one or more output-
device reference frames for display. • World coordinates are first converted to
viewing coordinates corresponding to the view we want of the scene, based
on the position and orientation of a hypothetical camera.
● Projection Coordinates
● The object locations are then transformed from the viewing coordinates to a
2- dimensional projection of the scene (in projection coordinates) which
corresponds to what we will see on the output device.
● Normalized Coordinates
● The projected scene is then stored in normalised coordinates, where each
coordinate value is in the range [-1, 1] or [0, 1], depending on the system. •
Normalised coordinates are also called normalised device coordinates. •
Using this normalised representation makes a graphics package independent
of the coordinates range for any specific output device.
● Device Coordinates
● Finally, the individual device drivers transfer the normalised coordinate
representation of the scene to the output devices for display. The coordinate
systems of the devices are device coordinates, or screen coordinates in the
case of a video monitor. • Often both normalised coordinates and screen
coordinates are specified in a left handed coordinate reference frame so that
increasing positive distance from the xy plane (the screen) can be interpreted
as being further from the viewing position.
● Processing the scene description (in world coordinates) through the series of
routines into output device coordinates is called the viewing pipeline. • Note
that at reaching the scene description defined in projection coordinates or
normalised coordinates we also need to identify visible surfaces and eliminate
picture parts outside of the bounds for the view we want on the display
device.
● (xmc, ymc, zmc) -> (xwc, ywc, zwc) (xvc, yvc, zvc) (xpc, ypc, zpc) (xnc,
ync, znc) (xdc, ydc)