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Chapter One-Introduction to Computer Graphics

Chapter One of the Computer Graphics course introduces the field of computer graphics, defining it as the creation, storage, and manipulation of visual data using computers. It highlights the importance of computer graphics in various domains such as entertainment, education, and engineering, while outlining the steps involved in the graphics pipeline. The chapter also discusses different types of graphics, including 2D and 3D graphics, raster and vector graphics, and the significance of interactive graphics in enhancing user experience.

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0% found this document useful (0 votes)
2 views

Chapter One-Introduction to Computer Graphics

Chapter One of the Computer Graphics course introduces the field of computer graphics, defining it as the creation, storage, and manipulation of visual data using computers. It highlights the importance of computer graphics in various domains such as entertainment, education, and engineering, while outlining the steps involved in the graphics pipeline. The chapter also discusses different types of graphics, including 2D and 3D graphics, raster and vector graphics, and the significance of interactive graphics in enhancing user experience.

Uploaded by

abeytestingacc
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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HiLCoE

School of Computer Science & Technology

Chapter One:
Introduction to
Computer Graphics
Course Title : Computer Graphics

1 Chapter One: Introdction to Computer Graphics 20/04/25


Outline
Introduction
What is Computer Graphics?
Why Computer Graphics?
Motivation for Computer Graphics
Steps in Computer Graphics
Some cool projects in Computer Graphics
Application of Computer Graphics
Representation of Computer Graphics

Chapter One: Introdction to Computer


2 Graphics 20/04/25
Introduction
 Computer is information processing machine.
 User needs to communicate with computer and
the computer graphics is one of the most effective
and commonly used ways of communication with
the user
 Computer Graphics(CG) displays the information in
the forma of graphical object such as pictures,
charts, diagram and graphs.
 Graphical objects convey more information in less
time and easily understandable formats for
example statically graph shown in stock exchange.
 Generally Computer graphics is the computational
creation and manipulation of visual data.

Chapter One: Introdction to Computer


3 Graphics 20/04/25
Cont’d…
The field of computer graphics has evolved
significantly over the years, and today, it
plays a vital role in entertainment,
communication, design, education, and more.
 At its core, computer graphics involves
creating images from data through processes
like rendering, modeling, and simulation.
Overall, computer graphics is an
interdisciplinary field that continues to drive
advancements in technology and creativity,
pushing the boundaries of visual experiences.

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4 Graphics 20/04/25
In today’s digital era, computer graphics
technologies have revolutionized how we
perceive and interact with visual
information, playing a pivotal role in video
games, movies, architectural design,
medical imaging, and more.
 There are several tools used for the
implementation of Computer Graphics.
 The basic is the graphics.h header file in
Turbo-C, Unity for advanced, and even
OpenGL can be used for its Implementation.
Chapter One: Introdction to Computer
5 Graphics 20/04/25
What is Computer Graphics?
Computer graphics generally means
creation, storage and manipulation of
models and images using Computers
Models are representation of a real world
object in the computer
 Such models come from diverse and
expanding set of fields including physical,
biological, mathematical, artistic, and
conceptual/abstract structures

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6 Graphics 20/04/25
 CG is in daily use in the field of science, engineering,
medicine, entertainment, advertising, the graphic arts, the
fine arts, business, education etc.
 The electronic industry is more dependent on the
technologies provided by CG such as engineers can draw
their circuit in a much shorter time,
 architects can have alternative solution to design problems,
 the molecular biologist can display pictures of molecules
and can study on the structure,
 the town planners and transportation engineers use the
computer generated maps which display data useful to
them in their planning work etc.
Chapter One: Introdction to Computer
7 Graphics 20/04/25
Cont’d…
Computer graphics is an art of drawing pictures on
computer screens with the help of programming.
It involves computations, creation, and
manipulation of data.
In other words, we can say that computer graphics
is a rendering tool for the generation and
manipulation of images.
Computer Graphics image is made up of number
of Pixels.
Pixel is the smallest addressable graphical unit
represented on computer screen.

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8 Graphics 20/04/25
Why Computer Graphics
Understanding and interpreting information:
Visualization is necessary for dealing with complex
data.
 Improved communication with computers:
Graphical and audio interfaces are helpful.
Better product designs: Designers can explore
more avenues in less time and can focus on the
creative aspects of design (which do not include
drafting).
More economical designs: Design databases can
be "tested" electronically, reducing dependence on
complex and costly physical modes (e.g. aircraft).
Better products: Design databases can be
transmitted to robots for manufacturing (3-D output).

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Motivation for Computer Graphics
 Many engineering and scientific fields
require visualization to help people easily
understand the problem in their domain

It is better to see 3D View of a building than a simple


2D sketch
Cont’d…

 We want to have vivid imagination of things


that we couldn’t possibly see directly
Cont’d…

 We want to have vivid imagination of things


that we couldn’t possibly see directly
Cont’d…

 We want imaginary characters in


entertainment to create different
experience and feeling
Steps in Computer Graphics
Computer graphics involves a series of steps to create,
manipulate, and display visual content.
These steps form a pipeline that transforms raw data
into a final image or animation.
 This pipeline is the foundation of computer graphics,
whether for creating static images, animations, or
interactive applications.

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Cont’d…
Each step can vary in complexity depending on the
desired level of realism and performance.
Computer graphics works by combining
mathematical models, algorithms, and hardware to
create and manipulate visual content.
 It is a multidisciplinary field that continues to
evolve with advancements in technology and
creativity.

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Cont’d…
The steps in computer graphics includes:
1. Modeling: Create 3D objects.
2. Transformation: Position and orient objects.
3. Lighting: Simulate light interactions.
4. Viewing and Projection: Convert 3D to 2D.
5. Rasterization: Convert shapes to pixels.
6. Shading and Texturing: Add surface details.
7. Rendering: Generate the final image.
8. Post-Processing: Enhance the image.
9. Display: Show the image to the user.
10.Interaction: Enable real-time updates (if applicable).

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Computer Graphics as
Interdecipline
Computer graphics is inherently
interdisciplinary because it blends multiple
fields of study to create the complex visual
systems and imagery we interact with today.
Here are some key disciplines that intersect
with computer graphics:
1. Computer Science:
This is the foundation of computer graphics, providing
algorithms, data structures, and computational techniques
for rendering, animation, and image processing.
 Topics like graphics programming, hardware
acceleration (e.g., using GPUs), and rendering algorithms
are deeply rooted in computer science.

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Cont’d…
2. Mathematics: Computer graphics relies
heavily on mathematics, especially geometry,
linear algebra, and calculus. Understanding 3D
transformations, vector spaces, matrix operations,
and trigonometry is crucial for manipulating
shapes, performing animations, and rendering
realistic images.
3. Physics: In graphics, physics helps simulate
real-world behaviors, such as lighting, shadows,
textures, and motion. Concepts from physics, such
as ray tracing, reflections, refraction, and fluid
dynamics, are key to creating realistic
environments and animations.
Chapter One: Introdction to Computer
18 Graphics 20/04/25
Cont’d…
4. Art and Design: Computer graphics is also tied to the
artistic and design aspects of visual representation.
Knowledge of color theory, composition, texture mapping,
and user interface (UI) design is crucial for creating
aesthetically pleasing and functional visual content.
5. Psychology: Understanding how humans perceive
visual information is important for designing graphics that
communicate effectively. Concepts like visual perception,
color psychology, and attention theories guide how
graphics are presented to users to evoke desired
reactions or behaviors.
6. Engineering: Hardware and software engineering
play a key role in computer graphics, especially in terms
of developing efficient algorithms, optimizing
performance for rendering, and building graphics
hardware like GPUs (Graphics Processing Units) that drive
real-time rendering and gaming.

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19 Graphics 20/04/25
Cont’d…
7.Human-Computer Interaction (HCI): In this
area, the focus is on how people interact with
graphical interfaces and virtual environments.
Knowledge from HCI helps improve the usability
and accessibility of graphics, ensuring that users
can navigate digital environments easily and
intuitively.
8. Animation and Film Studies: Graphics often
intersect with animation techniques and cinematic
storytelling, requiring an understanding of motion,
timing, narrative structures, and special effects to
create compelling animated sequences or visual
effects in movies.
Chapter One: Introdction to Computer
20 Graphics 20/04/25
Cont’d…
9. Artificial Intelligence (AI): AI is used in
computer graphics for tasks such as procedural
content generation, facial recognition, motion
capture, and deep learning techniques applied
to image recognition and enhancement.
10. Geographic Information Systems
(GIS): Graphics are also used in geospatial
data visualization, mapping, and simulations.
Here, spatial analysis and visual representation
techniques from graphics are used to interpret
and display large datasets like topographical
maps or satellite imagery.
Chapter One: Introdction to Computer
21 Graphics 20/04/25
Some cool projects in Computer Graphics
Computer graphics is a broad and exciting field with
many creative and technically challenging projects. Here
are some cool examples of computer graphics projects
that demonstrate the diversity and impact of this area:
1. Photorealistic Rendering (Ray Tracing)
- Achieving photorealistic images of virtual environments
and objects is both technically challenging and visually
stunning.
2. 3D Modeling for Virtual Reality (VR)
- The ability to "paint" in a 3D space gives users a unique
artistic experience that traditional 2D mediums can't
replicate.
3. Augmented Reality (AR) Applications
Combining AR and machine learning for practical use
cases like furniture shopping shows how computer
graphics can improve real-world experiences.

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22 Graphics 20/04/25
Types of computer Graphics
Computer Graphics is broadly classified into two
main categories based on the dimensionality
and representation of the visual content:
1. Based on Dimensionality
a) 2D Graphics (Two-Dimensional Graphics)
Graphics that are created and manipulated in a
two-dimensional plane (width and height).
Flat images with no depth.
Composed of shapes, lines, curves, and text.
Used for simpler visual representations.
Example: Icons, logos, and user interface elements. Digital paintings and
illustrations. 2D animations and games.
Application: Web design, mobile apps, and print media.2D
animation and cartoons.
Chapter One: Introdction to Computer
23 Graphics 20/04/25
Cont’d…
b) 3D Graphics (Three-Dimensional
Graphics)
Definition: Graphics that are created and
manipulated in a three-dimensional space (width,
height, and depth).
Characteristics:
Objects have volume and depth.
Realistic lighting, shading, and textures.
Used for complex and immersive visualizations.
Examples:
3D models of characters, environments, and
objects.
3D animations, movies, and video games.
Virtual reality (VR) and augmented reality (AR).
Chapter One: Introdction to Computer
24 Graphics 20/04/25
Cont’d…
Techniques:
Modeling (creating 3D objects).
Rendering (generating images from 3D
models).
Animation (simulating motion).
Applications:
Film and entertainment (e.g., CGI in movies).
Video games and simulations.
Architectural visualization and product
design.

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25 Graphics 20/04/25
2. Based on Representation
a) Raster Graphics
 Images represented as a grid of pixels,
where each pixel has a specific color.
Characteristics:
Resolution-dependent (loses quality when
scaled up).
File formats: JPEG, PNG, BMP, GIF.
Suitable for detailed images like photographs.
Applications:
Digital photography.
Web images and textures.

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26 Graphics 20/04/25
Cont’d…
b) Vector Graphics
 Images represented using mathematical
equations to define shapes, lines, and curves.
Characteristics:
Resolution-independent (can be scaled without
losing quality).
File formats: SVG, AI, EPS.
Suitable for logos, icons, and illustrations.
Applications:
Graphic design and branding.
Printing and signage.

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27 Graphics 20/04/25
3. Based on Interaction
a) Non-Interactive Graphics (Offline Graphics)
 Graphics that are pre-rendered and do not allow user
interaction.
Examples: Movies, pre-rendered animations, and static
images.
Applications:
Film production, advertisements, and presentations.

b) Interactive Graphics (Real-Time Graphics)


 Graphics that are rendered in real-time and allow user
interaction.
Examples:Video games, simulations, and interactive
applications.
Applications: Gaming, virtual reality, and training
simulations.
Chapter One: Introdction to Computer
28 Graphics 20/04/25
4. Based on Purpose
a) Artistic Graphics
Focus on creativity and aesthetics.
Examples: Digital art, animations, and
visual effects.
b) Scientific and Technical Graphics
Focus on accuracy and visualization of
data.
Examples: Medical imaging, scientific
simulations, and engineering designs.

Chapter One: Introdction to Computer


29 Graphics 20/04/25
Cont’d…

Chapter One: Introdction to Computer


30 Graphics 20/04/25
Interactive Computer
Graphics
 The Interactive computer graphics (ICG) provides two way
communications between the computer and the user.
 The various applications of ICG are as follows.
 Using ICG system the integrated electronic circuits which are
very complex can be drawn in a much shorter time.
 It is very useful in training of the pilots as they spend much of
their training on the ground at the controls of a flight simulator
and not in a real aircraft.
 There are many tasks that can be made easier & less expensive
by the use of ICG. The effectiveness of the ICG is the speed with
which the user can absorb the displayed information.
Contd..
 The Interactive Graphics display consists of three major components as
follows & shown in Figure 1:
(1) Frame Buffer (2) T.V. Monitor (3)Display Controller

Scan line Data


100011
010110
1010
001010
011110
011100
111000
010101
00 Display Adapter/ Video Monitor/
001110 Display Controller T. V. Monitor
010101
0101Buffer
Frame
Contd..
1) Frame Buffer
 The images that are to be displayed are stored in a frame buffer in the form
of matrix of intensity values.
 The frame buffer contains the image stored in binary form as a matrix of 0’s
and 1’s which represent the pixel. 0 indicates the darkness and 1 indicates
the image.
 The Frame Buffer holds the set of intensity values for all the screen points.
 The intensity values stored in a Frame Buffer are retrieved and painted on a
screen one row at a time. This row is called as scan line.
2) Display Controller
 The Display Controller passes the contents of frame buffer to the T.V.
Monitor.
 Display Controller reads successive bytes of data from the frame buffer &
then converts 0’s and 1’s into the corresponding video signal.
 These signals are fed to the T.V. Monitor.
3) T.V. Monitor
 The T.V. Monitor then produces black and white pattern on the screen.
 The frame Buffer contents are to be modified, in order to represent the new
pattern of pixels or if some changes are to be made on the displayed picture.
Properties of Video Monitor:
1.Persistence: Persistence is the duration of
phosphorescence. Different kinds of phosphors are
available for use in CRT. Besides color, a major
difference between phosphor in their persistence how
they continue to emit light after the electron beam is
removed.
2. Resolution: Use to describe the number of pixels that
are used on display image.
3. Aspect Ratio: It is the ratio of width to its height. Its
measure is unit in length or number of pixels.
Non-Interactive / Passive
Computer Graphics
In non-interactive computer graphics, the picture is
produced on the monitor, and the user does not have any
controlled over the image, i.e., the user cannot make any
change in the rendered image.
One example of its Titles shown on T.V.
Non-interactive Graphics involves only one-way
communication between the computer and the user, User
can see the produced image, and he cannot make any
change in the image.
GRAPHICS AREAS
The following major areas of computer graphics are:
 Modeling deals with the mathematical specification of
shape and appearance properties in a way that can be
stored on the computer. For example, a coffee mug might
be described as a set of ordered 3D points along with some
interpolation rule to connect the points and a reflection
model that describes how light interacts with the mug.
 Rendering is a term inherited from art and deals with the
creation of shaded images from 3D computer models.
 Animation is a technique to create an illusion of motion
through sequences of images. Animation uses modeling
and rendering but adds the key issue of movement over
time, which is not usually dealt with in basic modeling and
rendering.
Contd..
There are many other areas that involve computer graphics.
 User interaction deals with the interface between input devices such
as mice and tablets, the application, feedback to the user in imagery,
and other sensory feedback.
 Virtual reality attempts to immerse the user into a 3D virtual world.
This typically requires at least stereo graphics and response to head
motion. For true virtual reality, sound and force feedback should be
provided as well.
 Visualization attempts to give users insight into complex information
via visual display.
 Image processing deals with the manipulation of 2D images and is
used in both the fields of graphics and vision.
 3D scanning uses range-finding technology to create measured 3D
models. Such models are useful for creating rich visual imagery, and
the processing of such models often requires graphics algorithms.
 Computational photography is the use of computer graphics,
computer vision, and image processing methods to enable new ways of
photographically capturing objects, scenes, and environments.
Application of Computer Graphics
Almost any field can make some use of computer
graphics, but the major consumers of computer
graphics technology include the following
industries:
Video games increasingly use sophisticated 3D
models and rendering algorithms.
Cartoons are often rendered directly from 3D
models. Many traditional 2D cartoons use
backgrounds rendered from 3D models, which
allows a continuously moving viewpoint without
huge amounts of artist time.
Chapter One: Introdction to Computer
38 Graphics 20/04/25
Cont’d…
 Visual effects use almost all types of computer graphics
technology. Almost every modern film uses digital compositing
to superimpose backgrounds with separately filmed
foregrounds. Many films also use 3D modeling and animation to
create synthetic environments, objects, and even characters that
most viewers will never suspect are not real.
 Animated films use many of the same techniques that are used
for visual effects, but without necessarily aiming for images that
look real.
 CAD/CAM stands for computer-aided design and computer-
aided manufacturing. These fields use computer technology to
design parts and products on the computer and then, using these
virtual designs, to guide the manufacturing process. For
example, many mechanical parts are designed in a 3D computer
modeling package and then automatically produced on a
39 computer-controlled
Chapter One: Introdction tomilling
Graphics
Computerdevice.
20/04/25
Cont’d…
 Simulation can be thought of as accurate video gaming.
For example, a flight simulator uses sophisticated 3D
graphics to simulate the experience of flying an airplane.
Such simulations can be extremely useful for initial
training in safety-critical domains such as driving, and for
scenario training for experienced users such as specific fire-
fighting situations that are too costly or dangerous to create
physically.

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40 Graphics 20/04/25
Cont’d…
 Medical imaging creates meaningful images of scanned patient data. For
example, a computed tomography (CT) dataset is composed of a large 3D
rectangular array of density values. Computer graphics is used to create
shaded images that help doctors extract the most salient information from
such data.
 Information visualization creates images of data that do not necessarily
have a “natural” visual depiction. For example, the temporal trend of the
price of ten different stocks does not have an obvious visual depiction, but
clever graphing techniques can help humans see the patterns in such data.
 Presentation graphics: In applications like summarizing of data of
financial, statistical, mathematical, scientific and economic research
reports, presentation graphics are used. It increases the understanding
using visual tools like bar charts, line graphs, pie charts and other
displays.
Chapter One: Introdction to Computer
41 Graphics 20/04/25
Representation of Graphics
There are different formats used for storing a picture in a
computer; but, unlike text and data files, which are
primarily made up of alphanumeric characters, graphics
formats are more complex.
Two major categories of graphics formats are vector
graphics (objects made up of lines) and bitmapped graphics
(TV-like dots).
Images stored in vector format can be moved to another
vector system typically without loss of resolution. There are
2D vector formats as well as 3D vector formats.
During transfer of raster images among different devices,
resolution is a major concern. Such transfers can occur
without loss of resolution as long as the new format supports
the same or is of higher resolution to the old one.
Cont’d…
 Standard graphics formats allow images to be
moved from machine to machine, while standard
graphics languages let graphics programs be
moved from machine to machine.
For example, GKS, PHIGS and OpenGL are major
graphics languages that have been adopted by
high-performance workstation and CAD vendors.
GDI and DirectX are the graphics languages in
Windows.
High-resolution graphics is typically expensive to
implement due to its large storage and fast
processing requirements. However, as desktop
computers become more powerful, graphics have
become widely used in every application.
Raster Scan Displays
In a raster-scan system, the electron beam is swept across
the screen, one row at a time from top to bottom.
As the electron beam moves across each row, the beam
intensity is turned on and off to create a pattern of
illuminated spots.
Picture definition is stored in a memory area called the
refresh buffer or frame buffer used for redrawn
Cont’d…
 Each screen point is referred to as a pixel or pel (picture
element).
 Intensity range for pixel positions depends on the capability
of the raster system.
 In a B&W system, each screen point is either on or off. So
only one bit is needed.
 The frame buffer in B&W system is called as bitmap. For
multi-color systems the frame buffer is called as pixmap.
 Refreshing on raster-scan displays is carried out at the rate
of 60 to 80 frames per second. The unit for refreshing rate
is Hertz (Hz).
Cont’d…
Random-Scan Displays
 The CRT has the electron beam directed only to the parts of
the screen where a picture is to be drawn.
 Random-scan monitors draw a picture one line at a time,
called as vector display.
 Refresh rates on a ransom-scan system depends on the
number of lines to be displayed.
 Picture definition is stored as a set of line-drawing
commands in the refresh display file or refresh buffer.
 To display a specified picture, the system cycles through
the set of commands in the display file, drawing each
component line.
 These systems are designed for the line-drawing
applications and can’t display realistic shaded scenes.
Cont’d…
Cont’d…
Cont’d…
GPU for Computer Graphics
 A GPU (Graphics Processing Unit) is a specialized electronic
circuit designed to rapidly manipulate and alter memory to
accelerate the creation of images in a frame buffer
intended for output to a display device.
 GPUs are used in embedded systems, mobile phones,
personal computers, workstations, and game consoles.
 Modern GPUs are very efficient at manipulating computer
graphics and image processing, and their highly parallel
structure makes them more effective than general-purpose
CPUs for algorithms where processing of large blocks of
data is done in parallel.
 In the context of computer graphics, GPUs are used for
rendering images, animations, and video for the
computer's screen. This includes both 2D and 3D graphics
rendering.

Chapter One: Introdction to Computer


51 Graphics 20/04/25
DISPLAY
TECHNOLOGIES
Cathode Ray Tube
(CRT)

 The most common graphics output device is the video


monitor which is based on the standard cathode ray tube
(CRT) design. Figure 4 illustrates the basic operation of a
CRT.

Figure 4: Cathode Ray Tube (CRT)


Contd..
 As shown in above figure, it consists of electron gun, focusing
system, deflection plates and a phosphor-coated screen.
 Electron gun is the primary component of a CRT. When the
heat is supplied to the electron gun by directing a current, a
beam of electrons emitted by an electron gun, passes through
focusing and deflection systems that direct the beam toward
specified positions on the phosphor-coated screen.
 The focusing system in a CRT is needed to force the electron
beam to converge into a small spot as it strikes the phosphor.
 There are two pairs of deflection plates - Horizontal deflection
plates and vertical deflection plates.
 One pair of plates is mounted horizontally to control the vertical
deflection, and the other pair is mounted vertically to control
horizontal deflection.
Contd..
 The beam passes between the two pairs of deflection
plates and positioned on the screen.
 The phosphor then emits a small spot of light at each
position contacted by the electron beam.
 Because the light emitted by the phosphor fades very
rapidly, some method is needed for maintaining the
screen picture.
 One Way to keep the phosphor glowing is to redraw the
picture repeatedly by quickly directing the electron beam
back over the same points. This type of display is called a
refresh CRT.
 In CRT monitors there are two techniques of displaying
images:
Raster scan displays
Random scan displays
Raster Scan Displays

Figure 5: Raster Scan Display

Figure 6: Horizontal and Vertical


Retrace
Raster Scan Systems

Figure 7: Architecture of a simple raster system


Contd..

Figure 8: Architecture of a raster system


Raster Scan Display
Processor
Figure 9 shows one way to set up the
organization of a raster system containing
a separate display processor, sometimes
referred to as a graphics controller or a
display coprocessor.

Figure 9: Architecture of a raster-graphics system with a


display processor
Random Scan Display/
Vector-Scan Display/
Calligraphic Displays

Figure 10: Random Scan Display


Random-Scan Systems/ Random-Scan
Display Processor

Figure 11: Architecture of a simple random scan system


How CRT works?
Cont’d…
Techniques used to produce image in CRT:
1. Vector Scan /Random Scan Display
2. Raster Scan Display
1. Vector Scan /Random Scan
Display
Cont’d…
Raster Scan Display
Cont’d…
Cont’d…
Cont’d…
Cont’d…
Difference between Random
Scan and Raster Scan
Cont’d…
3D Viewing Devices
Cont’d…
Applications of 3D viewing
Devices
Stereoscopic and Virtual
Reality Systems
 Stereoscopic Systems
Virtual Reality
Cont’d…
Raster Graphics System
Cont’d…
Graphic Input Devices
Summary
 Computer graphics is the study of generating
and manipulating images using computers.
 In CG, we create, process and manipulate
models of real world objects
 It’s used in various engineering and scientific
fields for visualization, simulation and problem
solving
 Interactive computer graphics is in which a user
controls appearance of graphics using a control
mechanism (using some input mechanism)
 The images in computer can be constructed by
manipulating points, lines and simple shapes
 Generally vectors
Syllabus

 Vector and Vector Manipulations


 Representing points and vectors in
computer program
 Graphics Pipeline and OpenGL
 How the image drawing process goes
and the library that helps us to
implement the process
 Drawing with OpenGL
 Applying translation, scaling and
rotation to an object
 Vector Geometry
 Constructing lines and planes,
calculating distances and angles
Syllabus

 Transformation
 Applying translation, scaling and
rotation to an object
 Viewing and Camera
 Viewing objects from many
position and perspectives
 Lighting
 Images are all about light and
we will see implementation of
light here
 Curves and Surfaces
 Drawing curved surfaces
Syllabus - Programming
 Computer graphics is combination of Math
and Programming
 Mostly the Math is Linear Algebra
 OpenGL 3.0 or greater will be used as
Graphics Library
 We will be implementing using Python 2.7
 What we will not learn
 Game Engines like Unity and PyGame
 3DS Max or Blender
 Aftereffect or other Graphics Software
Syllabus – Reading
 We will not have a single book, instead we will use
many books, websites, tutorials
 Books
 Learn OpenGL - An offline transcript of
learnopengl.com Joey de Vries
 OpenGL Programming 8th Edition by Dave Shreiner,
Graham Sellers, John Kessenich, Bill Licea-Kane
 Mathematical Structures for Computer Graphics by
Steven J. Janke
 Computer Graphics Through OpenGL by Sumantah
Guha
 NumPy Tutorial
Syllabus – Issues
 Sadly all books and other materials are written
with C++ developers in mind 
 Don’t Panic
 OpenGL Library uses “python wrapper” which
has exactly same functions, classes, variables
and programming methodology for python just
like the C++ ones
 It shouldn’t be that hard to read the C++ code
by now, thanks to Java 
 It shouldn’t be that hard to change C++ code to
Python 
Syllabus – Issues

OpenGL C++ vs Python


void display(){
def init():
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
pygame.init()
glClear(GL_COLOR_BUFFER_BIT);
display = (500, 500)
glBegin(GL_QUADS);
pygame.display.set_mode(display,
glEnd();
DOUBLEBUF|OPENGL)
glFlush();
glClearColor(0.0, 0.0, 0.0, 1.0)
}
gluOrtho2D(-1.0, 1.0, -1.0, 1.0)
int main(int argc, char ** argv){
glutInit(&argc, argv);
def draw():
glutCreateWindow("OpenGL");
glClear(GL_COLOR_BUFFER_BIT)
glutInitWindowSize(320, 320);
glColor3f(1.0, 0.0, 0.0)
glutInitWindowPosition(50, 50);
glBegin(GL_POINTS)
glutDisplayFunc(display);
glVertex2f(0.0, 0.0)
glutMainLoop();
glEnd()
return 0;
glFlush()
}

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