Computer Graphics
Computer Graphics
2. Define i) resolution ii) frame buffer iii) color lookup table iv)Frame
Buffer v) Persistence
Ans:
1. Resolution: Resolution refers to the maximum number of points (pixels) that
can be displayed on a screen without overlapping. It is often defined as the
number of points per centimeter horizontally and vertically, or simply as the
total number of points in each direction.
2. Frame Buffer: The frame buffer is a memory area that stores intensity values
for all screen points in a raster-scan display. These values are retrieved to
refresh the screen, one scan line at a time.
3. Color Lookup Table: A color lookup table is a mechanism where pixel
values stored in the frame buffer are used to access a table of predefined
color intensities. This allows for quick changes in screen colors without
altering the frame buffer directly.
4. Frame: A frame refers to a single complete image displayed on the screen
during one refresh cycle. In raster systems, this involves scanning all lines
from top to bottom to form the image.
5. Persistence: Persistence is defined as the time it takes for emitted light from
a CRT screen to decay to one-tenth of its original intensity after the electron
beam is removed. It determines how long an image remains visible on the
screen.
3. Describe how raster scan system work.
At the end of each scan line, the electron beam performs a horizontal retrace to
return to the start of the next line. After completing all lines, it performs a vertical
retrace to return to the top of the screen. This refresh process occurs at high speeds,
typically 60 to 80 frames per second, ensuring a flicker-free image.
For displays requiring high quality, raster-scan systems often include additional
features like interlacing, where alternate lines are refreshed in two passes to reduce
flicker at lower refresh rates. These systems are well-suited for realistic images
with shading and color patterns due to their ability to store and manipulate pixel-
level data.
8. Find the memory required for resolution (800 x 600) for 32 bit
color system.
Ans:
To calculate the memory required for a resolution of 800 × 600 in a 32-bit color
system, the formula is:
Memory in bytes =Resolution width height ×Color depth in bits ÷8
Substituting the values:
Memory=800×600×32÷8=1,920,000bytes
This is equivalent to 1.92 MB.
9. Why do we avoid random scan system?
Ans:
1. Inability to Handle Complex or Realistic Scenes: Random scan systems
cannot display complex or natural scenes effectively, as they are designed
primarily for line-drawing applications.
2. Limited Color Support: These systems typically support only a limited
range of colors, which restricts their ability to create visually rich images.
3. High Cost: Random scan systems are more expensive compared to raster
scan systems due to the specialized hardware required for their operation.
4. Unsuitability for Animation: They are not suitable for displaying
animations because the refresh rate depends on the number of lines or
primitives in the scene, leading to flickering when handling large numbers of
objects.
Better suited for smaller displays Better suited for larger screen displays
Working Principle
LCDs function by controlling the passage of polarized light through the liquid-
crystal layer:
• In the "on" state, molecules are aligned, allowing light to pass through and
creating a visible pixel.
• In the "off" state, voltage is applied, aligning the molecules so that light is
blocked, turning the pixel dark.
LCDs can use ambient light (passive-matrix) or internal backlighting (active-
matrix TFT) for enhanced brightness and visibility.
Applications
LCD technology is widely used in TVs, smartphones, laptops, digital watches,
calculators, and medical imaging devices due to its low power consumption,
thin design, and high resolution.
2. Stroke Method:
• Characters are created using straight lines and curve segments.
• Allows easy scaling and transformation of characters.
• Requires less memory compared to bitmap fonts since only the stroke
definitions are stored.
46. Illustrate coordinate representation techniques in graphics
software.
Ans: Coordinate representation techniques in graphics software involve the use of
various coordinate systems to define, manipulate, and display objects in a scene.
These techniques include:
1. Modeling Coordinates (MC):
• Also called local coordinates or master coordinates.
• Used to define the shape of individual objects (e.g., trees, furniture)
within their own reference frame.
2. World Coordinates (WC):
• A global reference frame where individual objects defined in
modeling coordinates are placed into appropriate positions and
orientations.
• Allows for constructing a scene by combining multiple objects.
3. Device Coordinates (DC):
• Represent the output-device-specific coordinate system.
• Used to map the world-coordinate scene onto the display screen or
other output devices.
4. Normalized Device Coordinates (NDC):
• Intermediate coordinates in the range [0, 1], used to make the system
independent of specific output devices.
• Ensures consistent scaling and aspect ratio across different devices.
5. Screen Coordinates:
• A 2D coordinate system specific to the display device.
• Origin is typically at the top-left or bottom-left corner of the screen,
depending on the system.