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Computer Graphics

Computer graphics involves the creation and manipulation of visual images using computers, with applications in various fields such as engineering and entertainment. Key concepts include resolution, frame buffers, and true color systems, which enhance image quality and representation. The document also discusses different display technologies, including raster-scan and plasma panel systems, along with their operational principles and advantages.

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Nushrat Imrose
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3 views

Computer Graphics

Computer graphics involves the creation and manipulation of visual images using computers, with applications in various fields such as engineering and entertainment. Key concepts include resolution, frame buffers, and true color systems, which enhance image quality and representation. The document also discusses different display technologies, including raster-scan and plasma panel systems, along with their operational principles and advantages.

Uploaded by

Nushrat Imrose
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Computer Graphics

1. What is computer graphics?


Ans: Computer graphics refers to the creation, manipulation, and representation of
visual images using computers. It involves the use of hardware and software to
generate images that can range from simple designs to complex 3D animations.
Applications of computer graphics are widespread, including fields like
engineering, architecture, entertainment, education, and medicine.

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.

Or, Describe raster scan system.

Ans: A raster-scan system is a type of graphics display system that uses a


cathode-ray tube (CRT) to generate images by sweeping an electron beam across
the screen in a systematic row-by-row pattern, from top to bottom. The screen is
divided into small elements called pixels, and the intensity of each pixel is
controlled based on data stored in a memory area known as the frame buffer.
In a raster-scan system, the electron beam sweeps across the screen row by row,
from top to bottom, refreshing the display. This process is controlled by a memory
area called the frame buffer, which stores intensity values for all screen points
(pixels). The system retrieves these values and "paints" them on the screen one
scan line at a time. Each pixel's intensity determines its brightness or color.

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.

4. Explain working technique of plasma panel display system.


Ans: The working technique of a plasma panel display system is as follows:
1. Structure: Plasma panels, also referred to as gas-discharge displays, are
constructed with two glass plates. Between these plates is a mixture of gases,
typically neon. One plate contains vertical conducting ribbons, while the
other has horizontal ribbons.

2. Pixel Activation: When firing voltages are applied to a pair of intersecting


horizontal and vertical conductors, the gas at their intersection ionizes and
forms a glowing plasma of electrons and ions. This creates a visible pixel at
that location.
3. Image Storage and Refreshing: The image is stored in a refresh buffer,
which holds the pixel intensity values. The system refreshes the pixel
positions (intersections of conductors) at a rate of 60 times per second to
maintain the display.
4. Brightness Control: Alternating current techniques are used to apply the
firing voltages more quickly, resulting in brighter displays.
5. Separation Between Pixels: The electric field of the conductors ensures that
adjacent pixels remain separated, preventing interference.
6. What is true color system?
Ans: The true color system refers to a method in computer graphics where 24 bits
are used to represent each pixel, allowing for over 16 million unique colors. This
system ensures highly accurate color representation, sufficient to display any color
image realistically. It is commonly referred to as a full-color system or 24-bit
color system.

7. What do you mean by true color system?


Ans: The true color system refers to a color representation method in computer
graphics where each pixel is defined using 24 bits. These 24 bits are divided into
three groups of 8 bits each, representing the intensity levels of the primary colors:
red, green, and blue (RGB). This allows for a total
of 256×256×256=16,777,216 possible color combinations, enabling highly realistic
and accurate color representation.
• It supports over 16 million colors, which is more than sufficient to represent
any color image realistically.
• It is commonly used in high-quality displays, photographic images, and
complex graphics.
• The system is also referred to as a 24-bit color system or full-color system.

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.

10. Explain the video controller refresh operation.


Ans:
The video controller refresh operation works as follows:
1. Frame Buffer Access: The video controller directly accesses the frame
buffer, which stores intensity values for all screen pixels.
2. Coordinate Registers: Two registers are used to track pixel positions:
• The x-register starts at 0 for the first pixel in a scan line.
• The y-register starts at the top scan line (e.g., ymax).
3. Pixel Processing:
• The intensity value for the current pixel (based on x and y) is retrieved
from the frame buffer and used to control the CRT beam's intensity.
• The x-register is incremented to move to the next pixel in the scan
line.
4. Line Completion:
• When all pixels in a scan line are processed, the x-register resets to 0,
and the y-register decrements by 1 to move to the next scan line.
5. Frame Completion:
• This process continues until all scan lines are refreshed, reaching y=0.
• After completing the last scan line, both registers reset to their initial
values, and the refresh cycle restarts.
6. Refresh Rate: The screen is refreshed 60 times per second (60 Hz) or more
to maintain a stable image without flicker.
7. Optimization: To speed up operations, multiple pixel values may be
retrieved in a single pass, stored in a separate register, and processed as a
group.

11. Describe the construction and operation of color CRT.


Ans:
The construction and operation of a color CRT (Cathode Ray Tube) are as
follows:
Construction:
1. Electron Guns: A color CRT contains three electron guns, each
corresponding to one primary color—red, green, and blue.
2. Phosphor-Coated Screen: The inner surface of the screen is coated with
phosphor dots arranged in groups of three (red, green, and blue dots) for
each pixel.
3. Shadow Mask: A perforated metal sheet called a shadow mask is placed
between the electron guns and the screen. It ensures that each electron beam
strikes only its corresponding phosphor dot (red, green, or blue).
4. Deflection Coils: Magnetic deflection coils are used to direct the electron
beams to specific positions on the screen.
5. Glass Envelope: All components are enclosed in a vacuum-sealed glass
envelope.
Operation:
1. Electron Beam Generation: The electron guns emit beams of electrons that
pass through focusing and deflection systems.
2. Beam Guidance: The deflection coils guide the beams to the correct
positions on the screen by controlling their horizontal and vertical
movements.
3. Shadow Mask Functionality: The shadow mask ensures that each beam
hits only its corresponding phosphor dot, preventing color mixing.
4. Color Formation: When the beams strike the phosphor dots, they emit light
in red, green, or blue colors. By varying the intensity of each beam, different
colors are produced through additive color mixing.
5. Image Display: The combined light from all pixels creates the final image
on the screen.

12. Define resolution and aspect ratio.


Ans:
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 total
number of pixels horizontally and vertically, such as 1024 × 768.
Aspect Ratio: Aspect ratio is the ratio of vertical points to horizontal points
necessary to produce equal-length lines in both directions on the screen. For
example, an aspect ratio of 3:4 means three vertical points correspond to four
horizontal points.

13. Write the advantages of GUI.


Ans: Advantages of GUI (Graphical User Interface):
• User-Friendly: GUIs are intuitive and easy to use, even for non-technical
users.
• Visual Representation: Icons and menus provide a clear visual
representation of available options.
• Multitasking: Allows users to work with multiple windows simultaneously.
• Consistency: Standardized design elements make it easier to learn and use
new applications.
• Interactive Feedback: Provides immediate feedback through visual cues,
such as highlighting or animations.
• Minimized Memorization: Reduces the need to remember commands, as
options are visually presented.

14. What is interlace system?


Ans: The interlace system in raster-scan displays refers to a technique where
alternate scan lines are refreshed in two separate passes to reduce flicker,
particularly at lower refresh rates.
1. Two-Pass Refresh: The screen is divided into odd and even scan lines. The
electron beam first refreshes all odd-numbered lines, then returns to refresh
the even-numbered lines in a second pass.
2. Flicker Reduction: By splitting the frame into two fields, the effective
refresh rate is doubled (e.g., 30 frames/sec becomes 60 fields/sec),
minimizing visible flicker.
3. Application in Raster Systems: Interlacing is used in high-quality displays
to maintain image stability, especially when hardware limitations restrict the
refresh rate

15. Define frame buffer and color lookup table.


Ans: 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.
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,
instead of directly controlling the CRT beam intensity. This provides a fast method
for changing screen intensity values.

16. What is persistence of a display device?


Ans:
Persistence refers to 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.
• Lower-persistence phosphors require higher refresh rates to maintain a
flicker-free picture.
• A phosphor with low persistence is useful for animation, while high-
persistence phosphors are better for displaying complex static images.
• Graphics monitors typically use phosphors with persistence in the range of
10 to 60 microseconds.
17. Briefly describe the construction of color shadow mask CRT.
Ans: The construction and operation of a color shadow mask CRT consists of
the following key elements:
1. Three Electron Guns: The CRT contains three electron guns, one each for
red, green, and blue colors.
2. Phosphor Screen: The inner surface of the screen is coated with phosphor
dots arranged in groups of three (red, green, and blue dots) for each pixel
position.
3. Shadow Mask: A perforated metal sheet (shadow mask) is placed between
the electron guns and the screen. It ensures each electron beam activates
only its corresponding color phosphor dot.
4. Beam Operation:
• The three electron beams are deflected and focused as a group onto
the shadow mask
• When beams pass through a hole in the shadow mask, they activate a
dot triangle
• Each beam can only activate its corresponding color dot
5. Color Generation:
• Color variations are produced by varying the intensity levels of the
three electron beams
• Different combinations of beam intensities create different colors
• When all three dots are activated equally, white or gray is produced
6. Gun Configurations: Two possible arrangements exist:
• Delta-delta arrangement with guns in a triangular pattern
• In-line arrangement with guns aligned along one scan line (commonly
used in high-resolution CRTs)
18. Illustrate coordinate representation techniques in graphics
software.
Ans:
Graphics software uses multiple coordinate systems to represent and transform
graphical data:
1. Modeling Coordinates (MC): Individual objects are constructed in their
own local coordinate reference frames called modeling coordinates, allowing
convenient specification of object shapes and details.
2. World Coordinates (WC): Objects are placed into appropriate positions
within the overall scene using world coordinates, which provides a common
reference frame for the entire scene.
3. Device Coordinates (DC): The world-coordinate description is transformed
into device-specific coordinates for display on output devices like monitors
(screen coordinates) or printers.

The transformation pipeline follows this sequence:


• Modeling coordinates (MC) → World coordinates (WC) → Normalized
device coordinates (NDC) → Device coordinates (DC)
This multi-stage coordinate system allows graphics software to maintain device
independence while providing flexibility in object modeling and scene
composition.

19. List and explain the goals of computer graphics.


Ans: Goals of computer graphics:
1. Generation and Manipulation of Images:
• Computer graphics creates and manipulates images using computers
• Serves as a rendering tool for generating visual content
2. Mathematical Representation:
• Uses internal models of scenes with mathematical representations
• Models describe 3D shapes, layouts, and projections to compute 2D images
3. Visual Information Communication:
• Creates pictures, special artwork, and other visual material using computers
• Pictorially depicts objects or processes
• Conveys information as supplement to or replacement for written
descriptions
4. Transform Information:
• Converts information into creative, conceptually appropriate design
solutions
• Uses industry standard production software and hardware
• Creates aesthetically pleasing visual artifacts

20. Write the applications of computer graphics.


Ans: Applications of computer graphics:
1. Computer-Aided Design (CAD):
• Used in design of buildings, automobiles, aircraft, computers and
other products
• Helps create engineering and architectural systems
• Allows interactive design and testing
2. Entertainment:
• Used in making motion pictures and television shows
• Creating animation and special effects
• Video games and virtual reality systems
• Music videos and advertisements
3. Presentation Graphics:
• Creating graphs and charts for reports
• Generating 35mm slides and transparencies
• Used for business, scientific and economic data visualization
• Creating visual aids for meetings and presentations

21. What GUI?


Ans: A Graphical User Interface (GUI) is a type of human-computer interaction
that uses visual elements such as windows, menus, icons, and pointing devices
(like a mouse or touchscreen) for user interaction instead of text-based commands.
Modern GUI systems typically consist of:
• Windows: Multiple display areas for different applications.
• Icons: Small graphical representations of applications or commands.
• Menus: Pull-down or pop-up lists that allow users to select options.
• Pointing Devices: Mouse, trackpad, or touchscreen for selecting and
interacting with screen elements.
22. Write the functions of graphics card.
Ans: A graphics card is responsible for rendering images, videos, and animations
by processing graphical data and displaying it on the screen. It offloads graphical
computations from the CPU, accelerates rendering using a GPU, manages memory
through VRAM, and supports multiple display outputs for enhanced performance
in gaming, design, and visualization.
• Acts as a bridge between computer and monitor
• Converts binary data into displayable images
• Controls computer's data output to display device
• Contains video memory (VRAM) to store data for processing
• Has its own processor (GPU) for graphics calculations
• Performs complex calculations and rendering of graphics
• Transfers processed graphics to monitor through interfaces
• Uses Digital-to-Analog Converter (DAC) to convert signals when needed
• Controls the resolution and refresh rate of display output

23. Describe the functions of display coprocessor.


Ans: A display coprocessor, also known as a graphics controller, is used to
offload graphics processing tasks from the CPU, improving system performance
and efficiency. Its main functions are:
1. Scan Conversion – Converts high-level graphics commands (lines, shapes,
and text) into pixel-based representations stored in the frame buffer.
2. Line and Shape Rendering – Generates various line styles such as dashed,
dotted, or solid lines and renders filled areas.
3. Image Transformations – Performs operations like scaling, rotation,
translation, and zooming of displayed objects.
4. Color Processing – Manages color mapping and shading techniques to
enhance image quality.
5. Interfacing with Input Devices – Supports interactive input devices like a
mouse or joystick for user interaction.
6. Memory Management – Utilizes separate display processor memory to
store and manage graphical data.
7. Frame Buffer Control – Manages the frame buffer efficiently for smooth
screen updates and animations.

24. Define pixel, resolution and frame buffer, persistence.


Ans: Pixel:
A pixel (picture element) is the smallest unit of a digital image or display that can
be individually controlled. Each pixel represents a point in the image with a
specific color and intensity.
Resolution:
Resolution refers to the number of pixels in a display screen, typically defined as
width × height (e.g., 1920×1080). Higher resolution means more detail and better
image clarity.
Frame Buffer:
A frame buffer is a dedicated memory area in a computer system that stores the
intensity and color values of pixels to be displayed on the screen. It holds the
digital representation of an image before being converted to analog signals for
display.
Persistence:
Persistence is the time it takes for a pixel to decay in intensity after being excited.
It determines how long an image remains visible on a screen before it fades,
influencing flicker in CRT displays.

25. Differentiate between electrostatic and electromagnetic


deflection system. Which is superior for computer graphics
applications and why?
Ans: Difference between electrostatic and electromagnetic deflection system:
Electrostatic Deflection Electromagnetic Deflection

Uses charged parallel plates to create electric


fields Uses magnetic fields generated by deflection coils
Electrostatic Deflection Electromagnetic Deflection

Vertical and horizontal plates control x-y


movement Magnetic yoke coils mounted around CRT neck

Requires high voltage (up to 2kV) for


deflection Controls beam through varying current in coils

Limited deflection angles Allows higher deflection angles

Higher electron beam current resulting in brighter


Lower electron beam current images

Better suited for smaller displays Better suited for larger screen displays

Simpler construction More complex construction with external coils

Superiority for Computer Graphics


Electromagnetic deflection is superior for computer graphics applications because:
• Allows for higher deflection angles enabling shallower CRTs
• Provides higher electron beam current resulting in brighter images
• Better suited for larger screen displays commonly used in computer
monitors

26. Classify flat panel display system with example.


Ans: Flat-panel displays are modern video display devices that are lightweight,
energy-efficient, and compact compared to traditional CRT monitors. They are
classified into two main types:
1. Emissive Displays: These displays generate light by converting electrical
energy into visible light.
o Examples: Plasma panels, Thin-film electroluminescent displays, and
Light-emitting diodes (LEDs).
2. Non-Emissive Displays: These displays use external light sources and
optical effects to create images.
o Example: Liquid Crystal Displays (LCDs), which use liquid crystal
materials to modulate light.

27. Describe construction of LCD and light emitting techniques of


LCD.
Ans: Construction of LCD (Liquid Crystal Display)
1. LCDs use liquid crystal compounds that have a crystalline molecular
structure but can also flow like a liquid.
2. Two glass plates contain transparent conductors:
o One plate has horizontal conductors.
o The other plate has vertical conductors.
3. A light polarizer is placed at right angles to each other on both plates, and
the liquid-crystal material is sandwiched between them.
4. The intersection of two conductors defines a pixel position.
5. When a voltage is applied, the molecules align to allow or block light
passage, forming an image.

Light Emitting Techniques of LCD


1. Polarized Light Transmission:
o LCDs work by controlling the transmission of polarized light through
the liquid crystal layer.
o The light source can be ambient light (passive-matrix LCDs) or an
internal backlight (active-matrix LCDs).
2. Twisting of Light:
o Polarized light passing through the liquid crystal is twisted to pass
through the opposite polarizer.
o When a voltage is applied, the molecules realign, preventing light
from passing and turning off the pixel.
3. Reflection and Viewing:
o The twisted light is reflected back to the viewer, forming visible
images.
o When the molecules realign under voltage, light transmission is
blocked, making the pixel appear dark.
4. Backlighting (for Active LCDs):
o Since LCDs do not emit light, backlighting using LEDs or
fluorescent tubes is commonly applied.
o This enhances visibility, especially in low-light conditions.

28. Briefly describe the construction of LCD display.


Ans: Construction of LCD (Liquid Crystal Display)
1. LCDs use liquid crystal compounds that have a crystalline molecular
structure but can also flow like a liquid.
2. Two glass plates contain transparent conductors:
o One plate has horizontal conductors.
o The other plate has vertical conductors.
3. A light polarizer is placed at right angles to each other on both plates, and
the liquid-crystal material is sandwiched between them.
4. The intersection of two conductors defines a pixel position.
5. When a voltage is applied, the molecules align to allow or block light
passage, forming an image.

29. Write short note on LCD.


Ans: A Liquid Crystal Display (LCD) is a non-emissive flat-panel display
technology that produces images by manipulating polarized light. LCDs use
nematic liquid-crystal compounds, which have a crystalline molecular structure
but flow like a liquid. The basic construction consists of two glass plates with
transparent conductors; one plate contains horizontal conductors, while the other
has vertical conductors, with a light polarizer at right angles to each other. The
liquid crystal material is sandwiched between them.

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.

30. How do we generate images from scenes?


Ans: To generate images from scenes:
Object Definition and Modeling: Objects in a scene are defined using
polygonal surfaces, spline representations, or procedural methods for realistic
modeling.
Transformation and Viewing Pipeline: Objects are converted to viewing
coordinates, where transformations such as scaling, rotation, and translation are
applied.
Projection to Display Plane: The 3D scene is projected onto a 2D display
using parallel or perspective projection techniques.
Scan Conversion: The projected image undergoes scan conversion, where
objects are rasterized and stored in a frame buffer for display.
Rendering and Lighting: Surface shading models, such as Phong shading,
Gouraud shading, or Ray Tracing, are applied for realism.
Visibility Determination: Techniques like z-buffering, back-face culling, and
ray-casting determine which objects are visible in the final image.

31. Write short note on RGB color model.


Ans: The RGB color model is a fundamental method used in CRT monitors and
other digital displays to produce colors. Here are the key points about RGB color
model:
1. A shadow-mask CRT has three phosphor color dots (red, green, and blue) at
each pixel position. The CRT uses three electron guns, one for each color
dot, and a shadow-mask grid behind the phosphor-coated screen.
2. Color variations are obtained by varying the intensity levels of the three
electron beams. The color we see depends on the amount of excitation of the
red, green, and blue phosphors. For example:
• When all three beams are activated equally, white (or gray) is
produced
• Yellow is produced with green and red dots only
• Magenta is produced with blue and red dots
• Cyan appears when blue and green are activated equally
3. High-quality raster-graphics systems typically have 24 bits per pixel in the
frame buffer, allowing:
• 256 voltage settings for each electron gun
• Nearly 17 million possible color combinations for each pixel
4. An RGB color system with 24 bits of storage per pixel is referred to as a
full-color system or a true-color system.

32. Write a short note on HSV color model.


Ans: The HSV (Hue, Saturation, Value) color model represents colors using three
key components:Hue (H): Represents the dominant wavelength or pure color,
measured as an angle from 0° to 360° around a color wheel. For example:
• Red is at 0°
• Green is at 120°
• Blue is at 240°
Saturation (S): Measures the purity or intensity of the color. It ranges from:
• 0% (grayscale) to 100% (pure color)
• Lower saturation makes colors appear more washed out or pastel-like
• Higher saturation produces more vibrant colors
Value (V): Controls the brightness level, ranging from:
• 0% (black) to 100% (full brightness)
• Determines how light or dark the color appears
• Lower values make colors darker while higher values make them brighter
The HSV model is particularly useful because it aligns with human perception of
color and allows for more intuitive color selection and manipulation compared to
RGB. It separates color information (hue) from intensity (saturation) and
brightness (value), making it effective for image editing and processing
applications.

33. Write short note on graphical input and output devices.


Ans: Input Devices
Common graphical input devices include:
• Mouse: Primary pointing device for selecting and manipulating objects.
• Keyboard: Used for entering text strings and commands, includes function
keys and cursor-control keys.
• Graphics Tablets: Used by artists for drawing and design directly on
computer.
• Trackball/Spaceball: Alternative pointing devices for coordinate input.
• Joystick: Used for gaming and coordinate control.
• Digitizers: For converting drawings into digital form.
Output Devices
Major graphical output devices include:
Display Devices:
• CRT Monitors: Traditional display device using electron beam and
phosphor screen
• LCD Displays: Flat-panel displays using liquid crystal technology
• Plasma Panels: Gas-discharge displays for large screens
Hard Copy Devices:
• Printers: For producing paper copies of graphics.
• Plotters: Specialized devices for high-quality technical drawings and
designs.
• Projectors: For displaying computer output on large screens.

34. Consider a system of resolution 600×600. What is its frame


buffer size in KB if 3 byte is required to define a pixel?
Ans:
Horizontally = 600 pixels
Vertically = 600 pixels
3 bytes required to define a pixel
Frame buffer size calculation:
Total number of pixels = 600 × 600 = 360,000 pixels
Total bytes needed = 360,000 × 3 = 1,080,000 bytes
To convert to KB, divide by 1024
Frame buffer size = 1,080,000/1024 = 1054 KB
Therefore, the frame buffer size is 1054 KB.

35. Find the memory required for resolution (1024×972) where


color system is true color.
Ans:
True color system uses 3 bytes per pixel
Total number of pixels = 1024 × 972 = 995,328 pixels
Total bytes needed = 995,328 × 3 = 2,985,984 bytes
To convert to KB, divide by 1024
Memory required = 2,985,984/1024 = 2,916 KB
Therefore, the memory required is 2,916 KB.

36. Find the memory required for resolution (600×900), where


color system is true color.
Ans:
True color system uses 3 bytes per pixel
Total number of pixels = 600 × 900 = 540,000 pixels
Total bytes needed = 540,000 × 3 = 1,620,000 bytes
To convert to KB, divide by 1024
Memory required = 1,620,000/1024 = 1582 KB
Therefore, the memory required is 1582 KB.

37. Consider a system has 640×480 resolutions. What is its frame


buffer size in KB, if the system is true color?
Ans:
True color system uses 3 bytes per pixel
Total number of pixels = 640 × 480 = 307,200 pixels
Total bytes needed = 307,200 × 3 = 921,600 bytes
To convert to KB, divide by 1024
Frame buffer size = 921,600/1024 = 900 KB
Therefore, the frame buffer size is 900 KB.

38. What is video controller?


Ans: A video controller, also called display controller, is a special-purpose
processor used to control the operation of the display device. It can directly access
the frame buffer and is responsible for refreshing the screen by retrieving pixel
values and controlling the CRT beam intensity.

39. Write the function of a video controller.


Ans: A video controller, also called display controller, performs the following
functions:
1. Controls the operation of the display device by retrieving pixel values from
the frame buffer and using them to set the CRT beam intensity for each
screen position.
2. Additional operations include:
• Retrieving pixel intensities from different memory areas on different refresh
cycles
• Using lookup tables to control screen intensity values
• Mixing frame-buffer images with input from other devices like TV cameras

40. Explain the working principle of a basic video controller


refreshing operation.
Ans: The working principle of a basic video controller's refreshing operation
involves the following steps:
1. Coordinate Initialization:
• The video controller uses two registers to store the coordinates of the
screen pixels.
• Initially, the x-register is set to 0, and the y-register is set to the
maximum value (ymax), representing the top-left corner of the screen.
2. Pixel Intensity Retrieval:
• The video controller retrieves pixel intensity information from the
frame buffer for the current pixel position (x, y).
• This intensity value is used to set the brightness or color of the
corresponding position on the CRT screen.
3. Horizontal Progression:
• The x-register is incremented by 1 to move to the next pixel along the
scan line.
• The process is repeated for all pixels in the current scan line.
4. Vertical Progression:
• After completing a scan line, the x-register is reset to 0, and the y-
register is decremented by 1 to move to the next scan line below.
• This continues until all scan lines are processed, reaching y=0 (bottom
of the screen).
5. Refresh Cycle Repetition:
• Once all pixels on the screen are processed, the video controller resets
both registers (x = 0, y = ymax) and starts a new refresh cycle.
6. Refresh Rate:
• The screen must be refreshed at a rate of at least 60 frames per second
to avoid flicker.

41. Briefly describe raster scanning technique of a black and


white system.
Ans: The raster scanning technique for a black-and-white system works as follows:
1. Screen Scanning: The electron beam in the CRT sweeps across the screen
row by row, from top to bottom. This process is called raster scanning.
2. Pixel Intensity: As the beam moves across each row (scan line), its intensity
is turned on or off to create illuminated or dark spots, forming the image.
3. Memory Storage: The intensity values for all screen pixels are stored in a
memory area called the frame buffer or refresh buffer.
4. Image Display: The stored intensity values are retrieved sequentially and
used to control the beam's intensity, effectively "painting" the image on the
screen.
5. Refresh Rate: The entire screen is refreshed 60 to 80 times per second to
avoid flicker and maintain a stable image.

42. Draw and explain raster graphics system with display


coprocessor.
Ans: A raster graphics system with a display coprocessor streamlines the handling
and rendering of images by delegating graphics tasks to specialized hardware.
1. Application and Graphics Package: Initiates commands for graphics,
stored in system memory.
2. Display Processor: A dedicated processor for converting these commands
into pixel data, facilitating rasterization.
3. Frame Buffer: Stores pixel data that defines each frame of the display.
4. Video Controller: Reads data from the frame buffer and sends it to the
monitor, managing how images are displayed.
5. Monitor: Displays the final visual output based on processed data.
Function:
• The CPU sends graphics data to the display processor, which efficiently
processes and converts these into raster format in the frame buffer.
• The video controller then continuously updates the display by reading from
the frame buffer and transmitting data to the monitor for visual output.
• This system enhances graphical performance, particularly for complex
rendering tasks, ensuring smooth and responsive visual experiences on the
monitor.
43. Briefly describe random scan system.
Ans: A random scan system, also known as a vector display system, draws images
directly on the screen by drawing line segments between coordinates. It refreshes
only the lines needed to display the image, rather than scanning the entire screen
pixel by pixel like a raster scan system. This method is particularly effective for
displaying wireframe models and complex line drawings used in applications such
as CAD systems and graphic design. The display list or file in the system's memory
contains the vector commands that dictate the line drawing operations. The display
processor interprets these commands to render and refresh the images dynamically,
ensuring high resolution and crisp line quality. However, random scan systems are
not well-suited for full-color or realistic images, as they do not update the entire
screen uniformly.

44. Draw the block diagram and describe Raster-Graphics with


Display Processor.
Ans:

Graphics Application Software (S/W):


• Initiates the process by defining the images or graphics to be displayed. This
involves computing graphical data and operations such as transformations.
CPU:
• Central Processing Unit (CPU) takes input from the graphics application
software to process initial graphics data and then hands off more detailed
processing tasks to the display processor.
Display Processor:
• Specialized hardware or software that performs scan conversion, converting
vector graphics data from the CPU into raster images, which are pixel-based
representations suitable for display on a monitor.
System Memory:
• Stores data and programs for the CPU and sometimes includes a dedicated
section for graphics data.
Display Processor Memory:
• Dedicated memory for the display processor to store interim graphics
calculations and results, enhancing processing efficiency.
Frame Buffer:
• Holds the final pixel data for each frame to be displayed. This data includes
color and intensity values for each pixel on the screen.
Video Controller:
• Manages the transfer of pixel data from the frame buffer to the monitor. It
ensures the data is sent at the right speed and in the correct format to be
properly displayed.
Monitor:
• Displays the final output based on the pixel data received. The monitor
converts digital pixel values into an analog signal to create visible images.
45. Describe character generation technique/method for
computer.

or, Briefly discuss the character generation method for computer.


Ans: Character Generation Techniques involve creating letters, numbers, and
other symbols for display in computer graphics. Two primary methods are used:
1. Bitmap (Dot Matrix) Method:
• Characters are represented in a rectangular grid of dots (e.g., 5×7,
7×9, or 9×13 arrays).
• Each dot corresponds to a pixel, forming a bitmap font.
• Simple to define and display by mapping the grid to the frame buffer.
• Requires more memory as each size and style variation must be
stored.

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.

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