Unit 1 - Introduction
Unit 1 - Introduction
COMPUTER GRAPHICS
2022
Lecturer: Ms. Zindove
Email ID: szindove@hit.ac.zw
Office: W103
COURSE STRUCTURE
• A practical course
3. Understand the formation of images (Imaging System) both computer generated images is similar to traditional imaging
methods.
5. Introduction to OpenGL
WHAT IS COMPUTER GRAPHICS ?
• The science and art of communicating visually via a computer’s
• The use of computers to create and manipulate pictures on a display device. It comprises of software techniques to create,
store, modify, represent pictures.
• An art of drawing pictures on computer screens with the help of programming. It involves computations, creation, and
manipulation of data.
• The entire process of creating computer generated imagery, from creating digital three-dimensional models, to the process of
texturing, rendering, and lighting those models, to the digital display of those renderings on a screen.
• First created as a visualization tool for scientists and engineers, government and corporate research centers i.e. Bell Labs
and Boeing in the 1950s
• In the 1950’s graphics output were taken via teletypes, line printer, and Cathode Ray Tube (CRT).
• Early 70’s, output started using raster displays, graphics capability was still chunky.
• In the 1980’s output were built-in raster graphics, bitmap image and pixel.
• In the 1990’s since the introduction of VGA, and SVGA, personal computer could easily display photo-realistic images
and movies.
• Present: AI image generating algorithms using deep learning e.g. DALL-E, MidJourney, Deep Dream
THE TWO BASIC TYPES OF CG
• Observer is given control over image through the use of an input device.
• For example in video games (video game controller of the ping pong game helps user to send request to the computer)
• Interactive CG is applicable in real life areas such as flight simulations for pilots training.
• User does not have any kind of control over the image, the image is a product of a static stored program and will work
according to the instructions given in the program linearly.
• Computer-aided Design (CAD) tools assist architectures and designers of mechanical parts with their design.
3. Simulation
• Real-life examples: flight simulators, Command and conquer simulators, motion-pictures, virtual reality, and medical imaging.
4. User interface
• Interaction with the computer via visual paradigm that includes windows, icons, menus, and pointing devices.
A GRAPHICS SYSTEM
• A computer graphics system consists of the following components:
1. Input devices
2. Processor
3. Memory
4. Frame buffer
5. Output devices
1. INPUT DEVICES
• Most graphic systems provide an interface for human-computer interaction.
• Varying degrees of freedom (DOF)
• One- or bidirectional interaction (haptics)
• Often called pointing devices, these devices allow the user to indicate a particular location on the display.
2. PROCESSOR
• Graphics Card
• Dedicated vs. on-board
• Highly parallel computer (stream processing, SIMD)
• Instead of CPU, we have the GPU
3. PIXELS AND THE FRAME BUFFER
• All graphics systems are raster-based.
• Pixel, Smallest addressable screen element, smallest controllable element of a picture represented on the
screen.
• Pixels are stored in a part of memory called the frame buffer/ refresh buffer.
• This is a portion of RAM containing a bitmap that is used to refresh a video display from a memory buffer
containing a complete frame of data.
• The depth of the frame buffer defines the number of bits that are used for each pixel and defines the number of colors.
1-bit
8-bit deep
• In full-color (RGB or true color) systems, there are 24 (or more) bits per pixel.
• The resolution is the number of pixels in the frame buffer and determines the detail that you can see in the image.
• The conversion of geometric entities to pixel assignments in the frame buffer is known as rasterization, or scan conversion.
5. OUTPUT DEVICES
• The dominant type of display used is the cathode-ray tube (CRT).
• Electrons strike the phosphor coating on the tube, light gets emitted.
• The direction of the beam is controlled by the two pairs of deflection plates.
• The output of a computer, digital, is converted to voltage, analog, across the deflection plates using digital-to-analog converter.
• Since the beam can be moved directly from one position to any other, sometimes this device is called random-scan or calligraphic
CRT.
Output devices- cont.
• A typical CRT device emits light for only short time – a few milliseconds after the phosphor is excited by the electron beam.
• Human eyes can see a steady image on most CRT displays when the same path is retraced or refreshed by the beam at least 50
times per second (50 HZ)
• In a raster system, the graphics system takes pixels from the frame buffer and displays them as points on the surface of the
display.
• The rate of display must be high enough to avoid flicker. This is known as the refresh rate.
• A common style arranges the phosphors in triangular groups triads, each consisting of three phosphors (RGB)
• The shadow mask ensures that an electron beam excites only phosphors of the same color.
Other output devices
• Display device / Monitor (raster based):
• LCD (liquid crystal displays)
• PDP (plasma display panel)
• OLED (organic light emitting diode)
• Projection systems
SUMMARY
• Computer graphics is a method of image formation that should be related to classical methods – in particular to cameras.
• Our next step is to explore the application side of Computer Graphics Programming.
• We will be using the OpenGL API
THANK YOU !