Computer Graphics Notes
Computer Graphics Notes
1) What is CAD?
Computer Aided Design (CAD) is the use of computers for designing models
of physical products which means computers are used to aid in creating the
design, modifying the design, and analyzing the designing activities. Computer
Aided Design is also known as Computer Aided Drafting. The purpose of CAD
is to make 2D technical drawings and 3D models. So in Simple, we can say
CAD represents your part geometry to the computer. Computer Aided Design
(CAD) software is mostly used by an engineer.
Examples of CAD software include AutoCAD, Autodesk Inventor, CATIA,
Solid Works, etc.
Computer + Designed Software = CAD
2D and 3D Modeling: CAD software allows designers to create both 2D and 3D models
of their designs.
Visualization: CAD software allows designers to view and analyze their designs from
different angles and perspectives.
Simulation: CAD software allows designers to simulate how their designs will perform
in the real world and make changes accordingly.
Collaboration: CAD software allows multiple users to work on the same design
simultaneously and share their progress with each other.
2) What is CAM?
Toolpath Generation: CAM software generates toolpaths that machines can follow to
create the desired product.
Machine Control: CAM software controls the machines used in the manufacturing
process, ensuring that they operate correctly and safely.
Optimization: CAM software optimizes the manufacturing process, reducing waste and
improving efficiency.
Integration: CAM software can be integrated with other software systems, such as CAD
software, to streamline the manufacturing process.
CAD is the use of computers for Computer Aided Manufacturing (CAM) is the
designing means computers are used to use of computer software to control machine
aid in creating the design, modifying tools in the manufacturing of modules. CAM
and analyzing the designing activities. transforms engineering designs into end products.
Computer Aided Design is also known Computer Aided Manufacturing is also known as
as Computer Aided Drafting. Computer Aided Modeling.
For Computer Aided Design process For Computer Aided Manufacturing computer
only a computer and CAD software are and often a CAM software package along with
required for a technician to create a that for manufacturing process requires a CAM
design. machine.
i) KEYBOARD
The most commonly used input device is a keyboard.
The data is entered by pressing the set of keys. All keys are labeled. The
layout of the keyboard is like that of traditional typewriter, although
there are some additional keys provided for performing additional
functions.
Optical mouse
LIGHT PEN
It is a pencil shaped device to determine the coordinates of a point
on the screen where it is activated such as
pressing the button.
It works by sensing the sudden small change in
brightness of a point on the screen when the
electron gun refreshes that spot.
Light pens have the advantage of 'drawing'
directly onto the screen, but this can become uncomfortable, and
they are not as accurate as digitizing tablets
TOUCH PANEL
Digitizers
Scanners
Convert any printed image of an object into electronic form by shinning light
onto the image and sensing the intensity oflight’s reflection at any point.
Color scanners use filters to separate components of color into primary additive
colors (red, green, blue) at each point.
R G B are primary additive colors because they can be combined to create any
other color.
Image scanners translate printed images into electronic format that can be stored
into a computer memory.
Software is then used to manipulate the scanned electronicimage.
Images are enhanced or manipulated by graphics programslike
Adobe.
Joystick
Monitors
Working:
“EDS” CRTs emit an electron beam and the electron leaves the cathode of the CRT at a
certain angle. When the beam hits a phosphor dot, the signal shifts to another color. With
several layers of phosphors, one can produce multiple colors. The brightness of each color
is controlled by a color wheel (sometimes called “color wheel”). The image produced in
such a TV display needs to be converted into a digital format before it can be displayed on
computers or mobile devices. This is done by special marking patterns on or near the
screen: what are known as “luma” and “chroma”.
Luma is used to represent the brightness information in an image, while chroma represents
the color information. The luma pattern on a CRT display consists of two vertical stripes,
one dark and one bright. It is usually placed where the center of the picture is located; for
example, between two vertical stripes indicating fine horizontal lines of a black-and-white
image. As such, it can be scanned by a TV tuner card’s (TV tuner) analog-to-digital
converter with minimal loss of resolution.
Color CRT Monitors:
The CRT Monitor display by using a combination of phosphors. The
phosphors are different colors. There are two popular approaches for
producing color displays with a CRT are:
Advantages:
1. Inexpensive
Disadvantages:
1. Only four colors are possible
2. Quality of pictures is not as good as with another method.
2. Shadow-Mask Method:
o Shadow Mask Method is commonly used in Raster-Scan System
because they produce a much wider range of colors than the
beam-penetration method.
o It is used in the majority of color TV sets and monitors.
Shadow mask grid is pierced with small round holes in a triangular pattern.
Figure shows the delta-delta shadow mask method commonly used in color CRT system.
Working: Triad arrangement of red, green, and blue guns.
The deflection system of the CRT operates on all 3 electron beams simultaneously; the 3 electron beams are deflected and focused
as a group onto the shadow mask, which contains a sequence of holes aligned with the phosphor- dot patterns.
When the three beams pass through a hole in the shadow mask, they activate a dotted triangle, which occurs as a small color spot
on the screen.
The phosphor dots in the triangles are organized so that each electron beam can activate only its corresponding color dot when it
passes through the shadow mask.
Inline arrangement: Another configuration for the 3 electron guns is an Inline arrangement in which the 3
electron guns and the corresponding red-green-blue color dots on the screen, are aligned along one scan line rather of in a
triangular pattern.
This inline arrangement of electron guns in easier to keep in alignment and is commonly used in high-resolution color CRT's.
Advantage:
1. Realistic image
2. Million different colors to be generated
3. Shadow scenes are possible
Disadvantage:
1. Relatively expensive compared with the monochrome CRT.
2. Relatively poor resolution
3. Convergence Problem
images.
Flat Panel monitor are stylish and have very space saving
design.
Flat Panel Devices consumes less power and give
Plotters
A plotter is a special output device used to producehard copies
of large graphs and designs on paper.
They are used to draw construction maps, engineering
drawings, architectural plans and business charts.
They are mostly used by engineers and designers whoneed to
draw complicated diagrams.
They are also used by marketing agents for printinghuge
advertisements and posters.
Types of plotters
o Flat-bed plotter
o Ink-jet plotter
o Drum Plotter
Printers
A printer is an external output device that takes data from a computer
and generates output in the form of graphics / text on a paper.
The printed output is a permanent form of output.
Printers are categorized according to whether or not the image produced
is formed by physical contact of the print mechanism with the paper.
Types of printers
o Impact printers
o Non-Impact printers
Characteristics:
Limitations:
Requires more complex logic compared to the DDA algorithm.
May be slightly less intuitive to understand and implement.
1. DDA Algorithm use floating point, 1. Bresenham's Line Algorithm use fixed
i.e., Real Arithmetic. point, i.e., Integer Arithmetic
5.DDA Algorithm can draw circle and 5. Bresenham's Line Algorithm can draw
curves but are not accurate as circle and curves with more accurate than
Bresenham's Line Algorithm DDA Algorithm.
Mid - Point Circle Drawing
We use the mid-point algorithm to calculate all the perimeter points of the
circle in the first octant and then print them along with their mirror points in the
other octants. This will work because a circle is symmetric about its centre.
The algorithm is very similar to the Mid-Point Line Generation Algorithm. Here,
only the boundary condition is different.
For any given pixel (x, y), the next pixel to be plotted is either (x, y+1) or (x-1,
y+1). This can be decided by following the steps below.
1. Find the mid-point p of the two possible pixels i.e (x-0.5, y+1)
2. If p lies inside or on the circle perimeter, we plot the pixel (x, y+1), otherwise
if it’s outside we plot the pixel (x-1, y+1)
Boundary Condition : Whether the mid-point lies inside or outside the circle
can be decided by using the formula:-
In our program, we denote F(p) with P. The value of P is calculated at the mid-
point of the two contending pixels i.e. (x-0.5, y+1). Each pixel is described with
a subscript k.
The first point to be plotted is (r, 0) on the x-axis. The initial value of P is
calculated as follows:-
P1 = (r – 0.5)2 + (0+1)2 – r2
= 1.25 – r
= 1 -r (When rounded off)
Examples:
Decision parameter:
Initially, we have two decision parameters p10 in region 1 and p20 in region 2.
These parameters are defined as : p10 in region 1 is given as :
p10=ry2+1/4rx2-rx2ry
Mid-Point Ellipse Algorithm :
1. Take input radius along x axis and y axis and obtain center of ellipse.
2. Initially, we assume ellipse to be centered at origin and the first point as : (x, y 0)= (0, ry).
3. Obtain the initial decision parameter for region 1 as: p1 0=r y2+1/4rx2-rx 2ry
4. For every xk position in region 1 :
If p1k<0 then the next point along the is (x k+1 , yk) and p1k+1=p1k+2ry2xk+1+ry2
Else, the next point is (xk+1, yk-1 )
And p1k+1=p1k+2ry2xk+1 – 2rx2yk+1+ry2
5. Obtain the initial value in region 2 using the last point (x 0, y0) of region 1 as:
p20=ry2(x0+1/2)2+rx2 (y0-1)2-rx2ry2
6. At each yk in region 2 starting at k =0 perform the following task.
If p2k>0 the next point is (xk, yk-1) and p2k+1=p2k-2rx2yk+1+rx2
7. Else, the next point is (xk+1, yk -1) and p2k+1=p2k+2r y2xk+1 -2rx2yk+1+rx2
8. Now obtain the symmetric points in the three quadrants and plot the coordinate value as:
x=x+xc, y=y+yc
9. Repeat the steps for region 1 until 2r y2x>=2rx2y
Review of Matrix Operations - Addition and Multiplication
Note:- This topic is focused on learning and reviewing the concept of addition and multiplication of matrix so
practice more over to practices rather than learning theory , lesson only focus towards addition and multiplication
but recommended to practices subtraction too.
Matrix Operations are the operations that are operated on the matrix. Matrix
Operation includes operations such as Addition of Matrix, Subtraction of
Matrix, Multiplication of Matrix, etc, and others. These operations are very b
useful for solving various problems of matrices and help us to find the
transpose, inverse, rank, and others of the matrix. These operations help us to
combine two or matrices.
In this article, we will learn about, Matrix Operations, Examples, and others in
detail.
What are Matrix Operations?
Matrix operations are the operations that are used to combine various matrices
to form a single matrix. The operations such as addition, subtraction, and
multiplication are easily performed on the matrix. These matrix operations are
very useful to solve matrix problems and to find the transpose and the inverse of
the matrix.
Various matrix operations that are used to solve matrix problems are,
Addition of Matrix
Subtraction of Matrix
Scaler Multiplication of Matrix
Multiplication of Matrix
Addition of Matrices
As we add two numbers we can easily add two matrices. The only thing we have to note is
that the order of both the matrices that are to be added must be the same. That is to add two
matrices we have to make sure that they are of the same order and then each element of the
first matrix adds with each element of the second matrix to get a single matrix and thus the
addition operation gets completed.
Properties of Matrix Addition
There are various properties associated with matrix addition that are, for matrices A, B,
and C of the same order, then
Commutative Law: A + B = B + A
Associative Law: (A + B) + C = A + (B + C)
Identity of Matrix: A + O = O + A = A, where O is a zero matrix which is the
Additive Identity of Matrix
Additive Inverse: A + (-A) = O = (-A) + A, where (-A) is obtained by changing the
sign of every element of A, which is the additive inverse of the matrix.
Subtraction of Matrices
As we add two matrices e can also easily subtract two matrices. The only thing we
have to note is that the order of both the matrices that are to be subtracted must be
the same. That is to subtract two matrices we have to make sure that they are of the
same order and then each element of the first matrix is subtracted with each element
of the second matrix to get a single matrix and thus the subtraction operation gets
completed.
Multiplication of Matrix
Matrix multiplication is the operation that helps us to multiply two
matrices. This is different from algebraic multiplication and not all the
matrices can be multiplied. Only those matrices can be multiplied where
the number of columns in the first is equal to the number of rows in the
second, i.e for matrix Am×n and matrix Bn×p the multiplication is possible
for any other matrices where the column of the first matrix is not equal
to the row in the second matrix the multiplication is not possible.
Also, the multiplication of the matrices is not commutative, i.e. if matrix
A and matrix B are taken then A×B ≠ B×A.
Transpose Operation of a Matrix
Tramspose operation of a matrix is used to find the transpose of any
matrix. Transpose of any matrix is a matrix in which the rows of the
matrix are changed to the column of the matrix and the column of the
matrix is changed to the rows of the matrix. Suppose we have a matrix
A of order m×n such that A =[ij]m×n then the transpose of matrix A is
represented as (A)T and its value is,
(A)T = [ji]n×m
Inverse Operation of a Matrix
For any matrix A its inverse is found only when A is a square matrix and
its determinant is equal to 1, i.e.A = [ij]n×n and |A| = 1
Now the inverse of a matrix A is a matrix that on multiplying with the
matrix A results in the identity matrix. It is represented as (A)-1, and the
inverse operation of the matrix is an operation that helps us to find the
inverse of the matrix. For any square matrix A we know that,A×(A)-1 = I
where “I” is the identity matrix of the same order as A.
Translation
2D - Rotation
2D - Reflection
2D - Shearing
Shearing involves skewing an object along one or both axes, resulting in a
transformation that stretches or compresses the object in one direction.
The shearing operation is represented by a shearing matrix, which specifies
the amount of shear for each axis.
Two - Dimensional Viewing Pipeline :-
The two-dimensional (2D) viewing pipeline is a series of steps or stages involved in the
process of rendering two-dimensional graphical objects onto a display screen. It
encompasses various transformations and operations that convert objects from their model
space coordinates to their final positions on the screen.
We know that the picture is stored in the computer memory using any convenient
Cartesian co-ordinate system, referred to as World Co-Ordinate System
(WCS). However, when picture is displayed on the display device it is measured
in Physical Device Co-Ordinate System (PDCS) corresponding to the display
device. Therefore, displaying an image of a picture involves mapping the co-
ordinates of the Points and lines that form the picture into the appropriate
physical device co-ordinate where the image is to be displayed. This mapping of
co-ordinates is achieved with the use of co-ordinate transformation known
as viewing transformation.
The viewing transformation which maps picture co-ordinates in the WCS to
display co-ordinates in PDCS is performed by the following transformations.
• Converting world co-ordinates to viewing co-ordinates.
• Normalizing viewing co-ordinates.
• Converting normalized viewing co-ordinates to device co-ordinates.
The 2D can show two-dimensional objects. Like the Bar chart, pie chart, graphs.
But some more natural objects can be represented using 3D. Using 3D, we can
see different shapes of the object in different sections.
Translation
It is the movement of an object from one position to another position. Translation is done using translation
vectors. There are three vectors in 3D instead of two. These vectors are in x, y, and z directions. Translation
in the x-direction is represented using Tx. The translation is y-direction is represented using Ty. The
translation in the z- direction is represented using Tz.
If P is a point having co-ordinates in three directions (x, y, z) is translated, then after translation its
coordinates will be (x1 y1 z1) after translation. Tx Ty Tz are translation vectors in x, y, and z directions
respectively.
x1=x+Tx
y1=y+Ty
z1=z+ Tz
Three-dimensional transformations are performed by transforming each vertex of the object. If an object
has five corners, then the translation will be accomplished by translating all five points to new locations.
Following figure 1 shows the translation of point figure 2 shows the translation of the cube.
Scaling
Scaling
Scaling is used to change the size of an object. The size can be increased or
decreased. The scaling three factors are required Sx Sy and Sz.
In figure (a) point (a, b, c) is shown, and object whose scaling is to done also
shown in steps in fig (b), fig (c) and fig (d).
Rotation
It is moving of an object about an angle. Movement can be anticlockwise or clockwise. 3D rotation is
complex as compared to the 2D rotation. For 2D we describe the angle of rotation, but for a 3D angle of
rotation and axis of rotation are required. The axis can be either x or y or z.
The 3D viewing pipeline in computer graphics builds upon the concepts of the 2D pipeline
but adds an extra crucial step: projection, which transforms the 3D scene into a 2D view for
the final image. Here's a breakdown of the stages:
Three-dimensions Projections
Concept of Projections
Projection is defined as transformation that changes a pointin n-dimensional
coordinate system into a point in a coordinate system that has dimension
less than n.
3D objects are transformed on to a 2D plane usingprojections.
The plane is called projection plane and the lines are called
Projector.
There are two types of projection :
o Parallel Projection
o Perspective Projection
Parallel Projection
In parallel projection, coordinate positions are transformed to the
view plane along parallel lines.
It preserves relative proportion of object.
Accurate views of various sides of an object are obtained.
Doesn’t give realistic representation of the appearance of the 3-D
object.
1. Perspective Projection:
This type aims to create a more realistic view by simulating how we perceive
depth in the real world. It achieves this using the concept of vanishing points.
Key Concepts:
o Vanishing Point: As parallel lines in a 3D scene recede into the distance,
they appear to converge at a single point on the projection plane, called the
vanishing point. This creates the illusion of depth.
o Field of View: The angle that defines the portion of the 3D scene captured in
the projection. A wider field of view encompasses more of the scene but may
appear less focused, while a narrower field of view offers a more zoomed-in
perspective.
Applications:
o Widely used in movies, video games, and other applications where a realistic
depiction of space and depth is desired.
Advantages:
o Creates a natural and intuitive representation of depth, similar to human vision.
o Provides a sense of realism and immersion in the 3D scene.
Disadvantages:
o Objects farther away appear smaller, which may not be ideal for technical
drawings or architectural plans where accurate size representation is crucial.
o Requires more complex calculations compared to orthographic projection.
2. Orthographic Projection:
This type uses parallel lines for projection, resulting in a non-perspective view
where objects retain their relative sizes regardless of their distance from the
viewpoint.
Key Concepts:
o Parallel projection: Lines that are parallel in 3D space also remain parallel in
the projected image. This creates a more technical and distortion-free view.
o Multiple viewpoints: Orthographic projections can be generated from various
viewpoints (front, top, side, etc.) to provide different perspectives of the 3D
scene.
Applications:
o Often used in engineering drawings, architectural plans, and other scenarios
where accurate size representation and dimensional relationships are
essential.
o Also used in some design software to provide a clear view of objects from
different angles.
Advantages:
o Maintains accurate size and proportion of objects, making it ideal for technical
drawings.
o Simpler calculations compared to perspective projection.
Disadvantages:
o Can appear less natural and realistic compared to perspective projection.
o May not provide a strong sense of depth, especially for complex 3D scenes.
Three - dimensional Object Representations
Polygon surface :
Most commonly used boundary representation for a 3D object is a set of surface
polygon that enclose the object . It is simple and fast because all surface is
described as object is created by dividing the connected polygons. Such
representation is common in design and modeling application, to give a general
indication of the surface structure. Object are represented in polygon table.
Equation of plane is Ax +By +Cz + D = 0 .
Polygon Table:
To specify polygon surface, as set of vertex co-ordinate and associated attribute
parameters are replaced into tables and that are used in the subsequent processing,
displaying error checking and manipulation of the object in a scene. Polygon table
can be organized into two groups
: geometrical and attribute tables.
Geometric Tables:
It contains vertex co-ordinates and parameters to specify the spatial
orientation of the polygon surface. It is organized into tree lists.
Vertex table: co-ordinate values for each vertex in the object arestored.
Edge Table : Contains points back into the vertex table to identify thevertices
for each polygon edge.
Polygon Surface Table: It contains pointers back into the edge table to
identify the edge for each.
Guidelines to Generate Error Free Table
1. Every vertices listed as an end point for at least two edges
2. Every edge is part of at least one polygon
3. Every polygon is closed.
4. Every polygon has at least one shared edge
5. If edge table contains pointers to polygons, every edge referenced by a
polygon pointer has a reciprocal pointerback to polygon
Attribute Tables:
Attribute information from an object includes parameter specifying the degree of
transparency of an object and its surface reflectivity and texture characteristics.
Polygon Mesh :
A polygon mesh is a collection of edges, vertices and polygons connected such
that each edge is shared by at most two polygons.
Some graphics packages provide several polygon functions formodeling objects.
Introduction to Hidden Line and Hidden Surface
Removal Techniques:
Hidden line and hidden surface removal techniques are fundamental processes in
computer graphics used to determine which lines or surfaces are visible and
which are obscured or hidden by other objects in a 3D scene. Let's define each
term:
Object space methods: In this method, various parts of objects are compared.
After comparison visible, invisible or hardly visible surface is determined. These
methods generally decide visible surface. In the wireframe model, these are
used to determine a visible line. So these algorithms are line based instead of
surface based. Method proceeds by determination of parts of an object whose
view is obstructed by other object and draws these parts in the same color.
The image space method requires more computations. Each object is defined
clearly. Visibility of each object surface is also determined.
5. These were developed for vector 5. These are developed for raster
graphics system. devices.
7. Vector display used for object 7. Raster systems used for image
method has large address space. space methods have limited address
space.
1. Ambient Lighting:
2. Diffuse Lighting:
Specular lighting represents the reflection of light off shiny or glossy surfaces.
It models the phenomenon of specular reflection, where light is reflected in a
concentrated and mirror-like manner.
Specular highlights are bright spots or reflections that appear on surfaces when
light sources are reflected directly into the viewer's eye.
The position, size, and intensity of specular highlights depend on the viewing
angle, surface orientation, and properties of the material (e.g., shininess or
specular reflectivity).
Specular lighting enhances the visual appeal of objects by adding highlights
and conveying surface smoothness or reflectivity.
The constant shading model, also known as flat shading, assigns a single color
to each polygonal surface in a 3D scene.
This model calculates the color of the surface based on the lighting conditions
at a single point on the surface, typically at the surface's vertex or centroid.
The same color is then applied uniformly across the entire surface, regardless
of variations in surface orientation or lighting.
Constant shading is computationally efficient but can result in visually
unrealistic renderings, especially for surfaces with varying orientations or
smooth transitions between adjacent polygons.
The Phong shading model, developed by computer scientist Bui Tuong Phong,
calculates shading at every pixel on the surface by interpolating normals and
colors across the surface.
This model computes the normal vectors at each vertex and interpolates these
normals across the surface to determine the shading at each pixel using the
Phong reflection model.
Phong shading produces high-quality and smooth renderings with accurate
specular highlights and reflections by considering shading at a finer level of
detail than Gouraud shading.
Phong shading is computationally more expensive than Gouraud shading due
to the need to calculate shading at every pixel, but it produces more visually
appealing results, especially for surfaces with complex geometry and specular
highlights.
Unit - 5
( Web Graphics Designs and Graphics Design Packages )
5.1. Introduction to graphics file formats
5.2. Principles of web graphics design – browser safe colors, size, resolution, background,
anti-aliasing
5.3. Type, purposes and features of graphics packages
5.4. Examples of graphics packages and libraries
JPEG is one of the most widely used lossy compression formats for digital
images.
It is well-suited for photographs and natural images with smooth color
gradients.
JPEG achieves high compression ratios by discarding some image data,
leading to loss of quality (though adjustable via compression settings).
It supports both RGB and CMYK color spaces and is commonly used for web
graphics and digital photography.
Resolution
Background
One of the major changes you will notice is the background todays, the
background are one of the core features that determine, how visually
interesting a website is .
The background holds the theme of the web graphics.
Anti- aliasing
Anti-aliasing is the smoothing of jagged edges in digital images by
averaging the colors of the pixels at a boundary.
It makes edges appear less jagged and helps blend colors in anatural-looking
way.
Anti-aliasing smoothes edges by estimating the colors along eachedge.
o For example, a black diagonal line against a white backgroundmight be
shades of light and dark grey instead of black and white.
The goal of an anti-aliasing algorithm is to make a digital imagelook natural
when viewed from a typical viewing distance.
Graphics Packages
A graphics package is an application that can be used to create and
manipulate images on a computer.
Graphics presentations are the popular method to present large
quantities of data, They act as the great visual guide to the information
being delivered, They offer the convenience to the audience, It is easier
to read the chart rather than listening to a set of numbers and trying to
make sense of it.
There are two main types of graphics package:
painting packages
drawing packages
1. Printing Packages
A painting package produces images by changing the color of pixels on the
screen.
These are coded as a pattern of bits to create a bitmapped graphicsfile.
Bitmapped graphics are used for images such as scanned photographs or
pictures taken with a digital camera.
Advantages:
The main advantage offered by this type of graphic is that individual pixels can be
changed which makes very detailed editing possible.
2. Drawing Packages
A drawing package produces images that are made up from colored lines and shapes
such as circles, squares and rectangles.
When an image is saved it is stored in a vector graphics file as aseries of instructions,
which can be used to recreate it.
Advantages:
They use less storage space than bitmap graphics;
Each part of an image is treated as a separate object, which means that individual
parts can be easily modified.
Graphics packages and libraries are software tools used for creating, editing, and
manipulating digital images and visual elements. They cater to a wide range of
users, from casual hobbyists to professional designers and artists. Here's a
breakdown of the two categories and some popular examples:
1. Graphics Packages:
2. Graphics Libraries:
VR systems can vary significantly from one to the next, depending on their
purpose and the technology used, although they generally fall into one of the
following three categories:
Non-immersive. This type of VR typically refers to a 3D simulated
environment that's accessed through a computer screen. The environment
might also generate sound, depending on the program. The user has some
control over the virtual environment using a keyboard, mouse or other device,
but the environment does not directly interact with the user. A video game is a
good example of non-immersive VR, as is a website that enables a user to
design a room's decor.
Fully immersive. This type of VR delivers the greatest level of virtual reality,
completely immersing the user in the simulated 3D world. It incorporates
sight, sound and, in some cases, touch. There have even been some
experiments with the addition of smell. Users wear special equipment such as
helmets, goggles or gloves and are able to fully interact with the environment.
The environment might also incorporate such equipment as treadmills or
stationary bicycles to provide users with the experience of moving through the
3D space. Fully immersive VR technology is a field still in its infancy, but it
has made important inroads into the gaming industry and to some extent the
healthcare industry, and it's generating a great deal of interest in others.
Virtual Reality (VR) has a wide range of applications across various industries
and fields, offering immersive and interactive experiences that can enhance
training, education, entertainment, communication, and more. Here is a list of
applications of Virtual Reality:
1. Gaming:
4. Healthcare: