Tech Term Definitions
Tech Term Definitions
Here are brief, two-line definitions for each term, followed by a real-life example:
1. Computer Graphics
The field of computer science that deals with generating and manipulating visual content (images
and animations) using algorithms and hardware. Key aspects include rendering, modeling, and
display.
Example: Video game environments rendered in real time on your PC or console.
3. Simulation
The imitation of real-world processes or systems over time using mathematical models and
computations. It enables analysis of behavior without physical prototypes.
Example: Flight simulators used to train pilots before they fly actual aircraft.
4. Image Processing
The technique of performing operations on digital images to enhance them or to extract
information. Core tasks include filtering, segmentation, and feature detection.
Example: Smartphone camera apps auto-adjusting brightness and contrast in your photos.
5. Virtual Reality (VR)
A computer-generated, immersive environment that replaces or augments the user’s physical
surroundings, often using head-mounted displays and motion tracking.
Example: VR headsets like Oculus Rift transporting you into a fully 3D game world.
6. Snapshot
A complete copy of the contents of a frame buffer (or disk state) at a specific moment in time.
Snapshots are used for rollback, debugging, or saving a display state.
Example: Taking a “Save State” in an emulator to resume gameplay later from the exact screen.
7. Frame
A single still image in a sequence that, when displayed rapidly one after another, creates motion
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perception. Frames are the building blocks of animations and videos.
Example: Each image you see in a 24-fps movie is one frame.
8. Frame Buffer
A dedicated block of memory that holds the color values of every pixel for the current display
frame. It feeds the display hardware with the pixel data to render the screen.
Example: The VRAM on a graphics card storing what you see on your monitor.
9. Pixel
The smallest addressable element in a raster image or display, representing a single point of color.
Pixels combine in a grid to form the complete image.
Example: Zooming into a digital photo until you see tiny colored squares.
10. Video Clip
A short sequence of frames (still images) played in rapid succession to create moving pictures with
audio. Clips are usually a few seconds to minutes long.
Example: A 10-second video recorded on your smartphone and shared on social media.
11. Raster-Scan Systems
Displays that illuminate pixels row by row from top to bottom, left to right, refreshing the entire
screen each cycle. Common in CRTs and modern LCDs.
Example: Traditional cathode-ray tube (CRT) monitors drawing the image line by line.
12. Persistence
The length of time a phosphor pixel on a display remains illuminated after excitation. Higher
persistence reduces flicker but may blur fast motion.
Example: Old CRT TVs with longer glow times showing motion trails on fast action scenes.
13. Resolution
The number of distinct pixels in each dimension that a display or image holds (e.g., 1920×1080).
Higher resolution yields sharper, more detailed visuals.
Example: Comparing 4K (3840×2160) vs. 1080p (1920×1080) television screens.
14. Brightness
The perceived luminance or light output of a display or image. It determines how vivid or washed-
out an image appears under different lighting.
Example: Increasing your laptop screen’s brightness slider in a sunny outdoor setting.
15. Intensity
The amount of light energy emitted, reflected, or transmitted by a pixel, often measured per color
channel. It controls the pixel’s color strength.
Example: A dim pixel in a dark part of a night-scene video game vs. a bright pixel for explosions.
17. Toner
A fine, dry powder used in laser printers and photocopiers, melted by heat to fuse text and images
onto paper. It produces sharp, durable prints.
Example: Replacing the toner cartridge in a laser printer to print crisp black-and-white documents.
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18. Refresh Buffer
A secondary memory area that holds the next frame’s pixel data before transferring it to the
display. It helps prevent flicker and tearing.
Example: Double buffering in video games, where the next scene is drawn offscreen then swapped
in.
19. Anti-Aliasing
A set of techniques that smooth out jagged edges (“jaggies”) in digital images by blending pixel
colors along edges. It improves visual quality, especially in 3D graphics.
Example: Subtle smoothing on the edges of polygonal models in video games.
As of Friday, May 16, 2025, the USD→INR cash rate is ₹85.523 per US $1 االن چند.
Note: Exchange rates fluctuate throughout the day; this calculation uses the rate cited above.
Sources
The commonest mouse used today is opto-electronic. Its ball is stell for weight and rubber-coated
for grip, and as it rotates it drives two rollers, one each for x and y displacement. A third spring-
located roller holds the ball in place against the other two.
These rollers then turn who disks with radial slots cut in them. Each disk rotates between a
photodetector cell, and each cell contains two offset light emitting diodes (LEDs) and light sensors.
As the disk turns, the sensors see the light appear to flash, showing movement, while the offset
between the two light sensors shows the direction of movement.
Mouse is an integral part of the fancy graphical user interface of any software application. There is a
cursor in the shape of an arrow or crosshair always associated with a mouse. Wheels or rollers on
the bottom of the mouse can be used to record the amount and direction of movement. Another
method for detecting mouse motion is with an optical sensor. For these systems, the mouse is
moved over a special mouse pad that has a grid of horizontal and vertical lines. The optical sensor
detects movement across the lines in the grid. The potentiometer attached to the ball estimates the
relative position of the mouse. Several instructions or commands in a software are activated using a
mouse. In such cases, a specific action or command is associated with a particular screen location.
When the coordinates of a commands screen location are equated with the current mouse cursor
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position, the command is executed with the press of the mouse button.
A new but different type of mouse is optical mouse. Here, the ball is replaced by two apertures-one
for the optical source and the other for receiving the optical ray reflected from the metallic mouse
base plate.
from this give construction and working of mouse in easy
Here's a simple and clear explanation of the construction and working of a mouse, based on your
content:
1. Ball Mechanism
The mouse has a steel ball coated with rubber for grip and weight.
As the mouse moves, the ball rolls on the surface.
2. Rollers
Two main rollers are placed at right angles (X and Y direction) to detect horizontal and
vertical movement.
A third spring-loaded roller keeps the ball pressed against the main rollers.
3. Slotted Disks
Each roller is connected to a disk with radial slots (like spokes in a wheel).
4. Photodetectors
Each disk rotates between two LEDs and two light sensors.
As the disk spins, light passes through the slots and reaches the sensors.
5. Mouse Buttons and Cursor
Working of a Mouse:
1. Movement Detection
When the mouse is moved, the ball rolls, which in turn spins the rollers connected to the
slotted disks.
As the disks rotate, light flashes through the slots and is detected by light sensors.
2. Direction Detection
The offset LEDs help detect not only motion but also the direction of movement.
3. Cursor Control
The signals from the sensors are processed to move the cursor on the screen in the same
direction as the mouse.
4. Command Execution
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If the cursor position matches a specific area on the screen (like a button), clicking the mouse
executes a command.
5. Optical Mouse (New Type)
It is moved over a grid-patterned pad, and the sensor detects movement using light
reflection.
Real-Life Example:
When you move your mouse to place the cursor over a button like "Submit" and click, the mouse rollers
or optical sensor track your hand movement and send that data to the computer to perform the action.
Bilkul! Yahaan main mouse ka construction aur working simple Hinglish (Hindi + English) mein
samjha raha hoon, taaki easily samajh aaye:
Mouse ke andar ek chhota gola hota hai, jo steel ka hota hai aur rubber se coated hota
hai.
Jab aap mouse ko table par move karte ho, toh yeh ball ghoomta hai.
Disk ke dono side par ek LED (light dene wali device) aur ek sensor (light pakadne wala)
hota hai.
Jab disk ghoomti hai, toh light chhedon se jaake sensor tak pahuchti hai.
5. Mouse ke Buttons
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Mouse ke upar left, right aur middle buttons hote hain jo actions perform karte hain (jaise
click, select, open).
Yeh sab signals milke screen par arrow (cursor) ko move karte hain.
Jab aap arrow ko kisi icon ya button pe le jaake click karte ho, toh wo command execute ho
jaati hai.
✅ Real-Life Example:
Jab aap computer screen pe kisi "Submit" button pe cursor le jaake click karte ho, toh aapka mouse yeh
detect karta hai ki cursor kaunse point pe hai aur button dabane se wo kaam kar deta hai.
Agar chhota diagram ya flowchart chahiye toh batao, main bana ke de deta hoon 📊.
WARNOCK's Algorithm
1. Warnock's algorithm is a hidden surface removal method that works by dividing a scene into
smaller areas (recursive subdivision).
2. If a region contains only one surface or is trivially visible/invisible, it is processed directly;
otherwise, it is subdivided until simple cases are achieved.
3. It is useful for complex scenes and ensures correct visibility of overlapping polygons.
(C) A-Buffer Algorithm
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1. The A-buffer is an extension of the Z-buffer that handles transparency and anti-aliasing.
2. Each pixel stores a linked list of surface data including depth, opacity, and color.
3. It allows for multiple surfaces per pixel and combines them using opacity blending
ye bhi yaar
Bilkul! Yahaan main Warnock’s Algorithm aur A-Buffer Algorithm ko Hinglish (simple language) mein
asaani se samjha raha hoon, line-by-line clear explanation ke saath:
1. Concept:
Warnock’s algorithm ek hidden surface removal technique hai jo scene ko chhoti chhoti
regions mein divide karta hai (recursive subdivision).
🧾 Example (Real-Life):
Socho ek 2D game screen hai jisme trees, rocks, aur characters hai – Warnock’s algorithm inhe chhoti
chhoti tiles mein divide karke check karta hai kaunsa object dikhna chahiye aur kaunsa chhupa hai.
1. Concept:
A-buffer algorithm ek Z-buffer ka extension hai jo transparency (aadha dikhna) aur anti-
aliasing (smooth edges) support karta hai.
2. Kaise Kaam Karta Hai:
Har pixel ke liye ek linked list banti hai jisme multiple surfaces ki information hoti hai:
Color
3. Combining Surfaces:
Jab multiple surfaces ek hi pixel par hote hain, to unke color aur transparency values ko blend
kiya jata hai, jisse realistic output milta hai.
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🧾 Example (Real-Life):
Socho aapne ek glass ka object banaya hai jiske peeche ek wall hai. A-buffer dono ko handle karta hai –
glass ki partial visibility aur wall ki clarity, jisse final image realistic lagti hai.
Agar tumhein diagram chahiye ya inka flowchart chahiye toh main wo bhi bana deta hoon.
Working of SCANNER
1. A scanner uses a light source to illuminate the document and captures the reflected light
through
lenses and CCD sensors.
2. The image is converted into digital signals using analog-to-digital converters.
3. These signals are processed to form a digital copy of the scanned object on the computer.
(F) Working of CAMERA
1. A digital camera captures light through a lens and focuses it onto an image sensor (CCD or
CMOS).
2. The sensor converts light into electrical signals, which are then digitized.
3. The resulting image is stored in memory cards and can be transferred or edited on a computer.
(G) RGB COLOR MODEL
1. RGB (Red, Green, Blue) is an additive color model where colors are created by combining red,
green, and blue light.
2. It is used in display devices like monitors, TVs, and cameras.
3. Each component ranges from 0 to 255, and (0,0,0) is black while (255,255,255) is white.
ye bhi yaar apne points be use kr skte ho or godse godse or baluja ki help le skte ho
Bilkul! Yahaan maine Scanner, Camera, aur RGB Color Model ke working ko simple aur perfect
Hinglish (easy explanation + technical keywords) mein likha hai, taaki exam ya assignment dono mein
kaam aaye. Godse & Baluja-type standard lines ka touch bhi diya gaya hai. ✅
📠 (E) Working of Scanner:
1. Scanner ek input device hai jo physical document ya image ko digital format mein convert
karta hai.
2. Scanner ke andar ek light source (jaise LED) hota hai jo document ko illuminate karta hai.
3. Jo light document se reflect hoti hai, usse lens aur CCD sensor (Charge Coupled Device) ya CIS
(Contact Image Sensor) detect karte hain.
4. CCD jo light receive karta hai, usse electrical signals mein convert karta hai.
5. Phir ek Analog-to-Digital Converter (ADC) in signals ko digital signals mein convert karta hai.
6. Finally, computer in digital signals ko process karke digital image ya text banata hai.
🧾 Example:
Aap jab ek photo ya mark-sheet ko scan karte ho, toh scanner uska digital version bana deta hai jo aap
email ya PDF mein use kar sakte ho.
2. Sensor light ko detect karta hai aur usse electrical signals mein convert karta hai.
3. Fir ye signals digital signals mein convert kiye jaate hain using ADC.
4. Final image ko internal memory ya memory card mein store kiya jaata hai.
5. Aap is image ko computer mein transfer, edit, ya share bhi kar sakte ho.
🧾 Example:
Jab aap mobile se photo click karte ho, toh camera lens ke through light sensor pe padti hai, aur ek
digital image ban jaata hai jo aap gallery mein dekhte ho.
2. Is model mein teen primary colors (R, G, B) ko combine karke doosre colors banaye jaate hain.
🧾 Example:
Jab aap computer pe koi photo dekhte ho, toh uska har pixel ek RGB combination se banta hai, jaise
(124, 78, 200) – jisse ek specific color display hota hai.
Agar chaho toh inke diagrams, flowcharts ya handwritten notes-style versions bhi bana ke de sakta
hoon 📘✍️ .
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Complexity:
Z-buffer: Simpler and faster, ideal for real-time applications with opaque objects.
A-buffer: More complex and resource-intensive, better suited for scenes requiring
transparency and anti-aliasing.
Visual Quality:
Z-buffer: May produce aliasing artifacts and lacks support for transparency.
A-buffer: Provides higher-quality visuals with smooth edges and accurate rendering of
transparent objects
ye bhi
Bilkul! Yahaan A-buffer Back Face Removal Algorithm ka working aur Z-buffer vs A-buffer
comparison ko maine easy Hinglish + technical keywords ke saath samjhaya hai, jo exam ya notes
dono ke liye perfect hai ✅
🧠 A-Buffer with Back Face Removal Algorithm – Explanation in Simple Hinglish
🛠 1. Extension of Z-buffer:
A-buffer algorithm ek advanced version hai Z-buffer ka.
Yeh multiple surfaces per pixel handle karta hai – especially transparent aur overlapping objects ke
liye.
🧾 2. Data Storage:
A-buffer har pixel par ek linked list store karta hai jisme following details hoti hain:
Depth (z-value)
Color
Opacity (Transparency)
🌟 4. Enhanced Visuals:
A-buffer anti-aliasing support karta hai (smooth edges banata hai).
Yeh transparent objects ko bhi accurately dikhata hai.
Result = Zyada realistic aur clean output, especially complex 3D scenes mein.
Data Handling Sirf 1 depth + color per pixel Multiple depth, color, opacity per pixel
Transparency Not supported Fully supported (opacity blending)
Speed Fast & simple, real-time use Slow & complex, high-quality rendering ke liye
Memory Use Low memory required High memory usage (linked list per pixel)
Anti-Aliasing No Yes (smooth edges)
Ideal For Opaque objects, games Complex scenes, movies, graphics software
🧾 Example (Real-Life):
Aapne ek glass cup aur uske peeche ek wooden table banaya 3D scene mein:
Agar chaho toh main iska diagram / working flowchart bhi ready kar deta hoon for better clarity ✍️📘.
explain point wise working of dot matrix pinter and why railways is still using it ??
in easy language
Yahan maine Dot Matrix Printer (DMP) ka working step-by-step (point-wise) explain kiya hai, aur
saath hi ye bhi bataya hai ki Railways aaj bhi DMP kyu use karta hai — sab kuch easy Hinglish mein:
Printer ke andar ek print head hota hai jo left to right aur right to left move karta hai
across the page.
Yeh pins ink ribbon pe hit karti hain, aur ribbon paper pe press hoti hai — isse dots ban jaate
hain.
3. Dot Formation:
Har letter ya image chhoti-chhoti dots se banayi jaati hai.
Dots ka pattern character ka shape banata hai (jaise ‘A’ banane ke liye particular dots activate
honge).
4. Ribbon Work:
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Ribbon ek ink-coated tape hoti hai, jo ink transfer karti hai paper pe jab pin usko press karti
hai.
5. Paper Feed:
Print hone ke baad paper step-wise upar move karta hai taaki next line print ho sake.
3. Durability:
Bahut strong aur rough use ke liye suitable hai — dusty, hot, or power-fluctuation wale
environment me bhi kaam karta hai.
4. Simple Mechanism:
Easy to maintain and repair — low maintenance cost.
5. Continuous Paper Support:
DMP me continuous paper rolls use hote hain (jaise railway tickets wale), jo fast aur
uninterrupted printing allow karte hain.
6. Long Lifespan:
Ek DMP printer 10+ years tak kaam kar sakta hai with minimal repair.
🧾 Real Example:
Jab aap railway ticket counter se ticket lete ho, toh DMP continuous perforated paper pe print
karta hai.
Aapko ticket milta hai, aur ek copy unke records ke liye print ho jaata hai — sab ek hi time pe.
Agar chaho toh iska ek diagram ya flowchart bhi bana sakta hoon notes ke liye. Let me know!
english me
Sure! Here's the explanation of the Dot Matrix Printer (DMP) working and why Indian Railways still
uses it, in easy English and point-wise:
5. Paper Feeding:
After printing one line, the printer moves the paper up for the next line to be printed.
Dot Matrix printers can print multiple copies at the same time using carbon paper.
Useful for tickets: one for the customer, one for the office.
2. Low Printing Cost:
Very cheap to run — cost per page is much lower than inkjet or laser printers.
3. Strong and Durable:
Works well even in dusty, hot, or unstable power environments — perfect for railway
stations.
4. Easy to Maintain:
Has a simple mechanism. Easy and cheap to repair and maintain.
These printers last for many years, even with heavy daily use.
🧾 Real-Life Example:
When you buy a train ticket from a counter, the printer:
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Prints a copy for the railway record,
All in one go, using one carbon paper sheet in a Dot Matrix Printer.
Let me know if you want a diagram or visual to go along with this explanation!
point wise costruction and working of laptop LCD screen with the help of book baluja
Sure! Here's a point-wise construction and working of a Laptop LCD Screen, based on concepts from
standard computer graphics books like Baluja (Computer Graphics by G.S. Baluja). The explanation is in
easy English and presented clearly for study/reference.
Color filters
Thin-Film Transistor (TFT) layer
3. Liquid Crystal Layer:
This layer contains liquid crystal molecules that twist or align to control light passage.
4. TFT Matrix:
Each pixel on the screen is controlled by a Thin-Film Transistor which turns pixels ON or OFF.
Every pixel is divided into three sub-pixels (Red, Green, Blue).
5. Color Filters:
These filters are placed over sub-pixels to give each one its color.
Combining different levels of RGB produces full-color images.
This alignment controls how much light passes through each pixel.
4. Color Display Using RGB:
The light then passes through color filters (Red, Green, Blue).
📌 Real-Life Example:
When you open your laptop to watch a video:
Let me know if you want the diagram from Baluja-style notes or a labeled drawing to go with this
explanation!
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Bilkul! Yahaan Laptop ke LCD screen ka summary explanation diya gaya hai Hinglish (easy Hindi +
English mix) mein — taaki aapko jaldi aur clearly samajh aaye, especially Baluja book ke style ke
according.
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Liquid crystals har frame ke liye signal ke hisaab se ghoomte hain,
RGB filters se colors bante hain,
Aur screen pe full video smooth dikhai deta hai.
Agar aap chaho to diagram ya flowchart bhi bana ke samjha sakta hoon!
1.22
COMPUTER GRAPHICS
can be selected with an accuracy of about 1/4 inch. With closely spaced LEDs, it is possible to breat
two horizontal or two vertical beams simultaneously. In this case, an average position between
two interrupt beams is recorded. The LEDs operate at infrared frequencies, so that the light is noi
visible to a user.
An electrical touch panel is constructed with two transparent plates separated by a small distanc
once of the plate is coated with a conducting material, and the other plate is coated with a resistive
material. When the outer plate is touched, it is forced into contact with the inner plate. This contact
creates a voltage drop across the resistive plate that is converted to the coordinate values of the
selected screen position.
isko bhi samjhao fatak se touch screen is both
Sure! Here's a quick and clear explanation about touch screen being both input and output device,
with simple justification and a brief on how it works (optical and electrical), in easy language:
Why?
Output device:
Because it displays images and information like any regular screen (monitor/laptop screen), it
shows visual content to the user.
Input device:
Because you can touch the screen to send commands or data to the computer (like clicking or
typing), it works as an input device as well.
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How does Touch Screen work? (Brief Overview)
1. Optical Touch Panels (Using Infrared LEDs)
Infrared LEDs placed along the edges create invisible light beams across the screen.
When you touch the screen, your finger blocks some beams.
Detectors on opposite edges sense which horizontal and vertical beams are broken.
This tells the system the exact location of your touch (x, y coordinates).
Accuracy is about 1/4 inch, and LEDs work in infrared so you don’t see the light.
One plate coated with conductive material, the other with resistive material.
When you press the outer plate, it touches the inner plate.
This creates a voltage drop measured to find the exact location you touched.
Summary:
Function Explanation
Output Shows images/text on the screen
Input Detects touch location and sends it to the computer
So, a touch screen acts as a display (output) and also detects touch commands (input), making it
both input and output device.
If you want, I can also make it simpler or explain more about types of touch screens!
In this method, the frame buffer is first painted with the background
colour. Then the farthest polygon is entered in the frame buffer. For doing
this, the pixel information of the background associated with the farthest
polygon will be replaced with that of the farthest polygon. This process
will be repeated for all the surfaces one-by-one until the nearest surface
is painted in the frame buffer. See the summarized algorithm below.
1. Sort all the objects/surfaces in the order of their depth
coordinate from the largest to the smallest. Smallest means the
surface nearest to the viewer.
2. Resolve where z overlaps with the other object. That is, whose
the comparison of polygons takes place here.
3. Scan convert the surfaces from the largest z to the smallest z.
That is, the innermost surface is placed first and on that the
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surfaces which are nearer to the viewer will be placed one-by-
one.
hinglish me samjhao
Bilkul! Chaliye is algorithm ko Hinglish (easy Hindi + English mix) mein simple points mein samjhte
hain. Ye method hidden surface removal ke liye use hoti hai, jisme frame buffer ko use karke final image
banayi jaati hai.
🧠 Concept:
Is method mein hum pehle background se start karte hain aur door wali surfaces ko pehle paint
karte hain, fir gradually nazdeek wali surfaces ko uspe paint karte hain. Last mein, sabse paas wali
surface dikhai deti hai — jaise layer-by-layer painting.
Sabse pehle frame buffer ko background color se fill kar dete hain.
(Jaise white ya sky blue etc.)
Agar do surfaces ek hi jagah pe overlap ho rahi hain, to unka z-value compare karo.
Ye process tab tak repeat hoti hai jab tak sabhi surfaces paint na ho jaayein.
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Fir ped (thoda nazdeek),
Fir insan (sabse nazdeek).
Agar koi part pe overlap ho raha ho, to jo sabse aage hai, wahi dikhai dega.
📌 Summary Table:
Step Description
1 Background fill karo
2 Objects ko depth ke hisaab se sort karo
Yeh method commonly Painter’s Algorithm ke naam se bhi jaana jaata hai — jaise ek painter
background se start karke foreground tak paint karta hai.
Agar diagram bhi chahiye to batao, bana ke samjha deta hoon 😊
Chaliye easy Hinglish mein HSV, CMY aur RGB color models ko samajhte hain — point-wise with
examples. Ye models computer graphics, printing, aur displays mein use hote hain:
🔧 Working:
0 se 255 tak har color component ka value hota hai.
(0,0,0) = black | (255,255,255) = white
🎯 Example:
Red: (255,0,0)
Green: (0,255,0)
Blue: (0,0,255)
Yellow: (255,255,0)
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📱 Real Use:
TV, Monitor, Phone Screens, Digital Cameras, Graphics Software
🔧 Working:
RGB ka opposite hai:
Cyan = 1 - Red
Magenta = 1 - Green
Yellow = 1 - Blue
Colors mix karne se light absorb hoti hai (subtract ho jaati hai).
🎯 Example:
Cyan + Magenta = Blue
Magenta + Yellow = Red
Yellow + Cyan = Green
🖨️ Real Use:
Color printers, magazines, books printing
🔧 Working:
Hue: 0° to 360° (color angle)
Saturation: 0 to 100% (gray to pure)
Value: 0 to 100% (black to full bright)
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🎯 Example:
Bright red: Hue = 0°, Saturation = 100%, Value = 100%
🧠 Comparison Table:
Feature RGB CMY HSV
Type Additive Subtractive Perceptual (User-friendly)
Components Red, Green, Blue Cyan, Magenta, Yellow Hue, Saturation, Value
Used In Screens Printers Design tools, color pickers
Mix Means Add light Subtract light Adjust color tone & feel
Agar chaho to diagram bhi bana deta hoon in teeno ka — just say "show diagram".
Sure! Here's a simple English explanation of the RGB, CMY, and HSV color models that you can easily
write in definitions:
Example:
Red = (255, 0, 0), Green = (0, 255, 0), Blue = (0, 0, 255)
Example:
Cyan + Yellow = Green, Magenta + Yellow = Red
Hue is measured in degrees (0–360), like red = 0°, green = 120°, blue = 240°.
Saturation is how pure or dull a color is (0% is gray, 100% is full color).
Value is the brightness (0% is black, 100% is bright).
Example:
A bright red can be HSV(0°, 100%, 100%).
Used in:
Color pickers, editing software like Photoshop, and graphic design.
Let me know if you want a summary paragraph or comparison table also for writing in exams.
Sure! Here's a quick and clear explanation of each hidden surface removal algorithm in simple English
– exam-friendly and easy to remember:
2. Z-Buffer Algorithm
3. A-Buffer Algorithm
4. Scan-Line Algorithm
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Efficient sorting and rendering with less comparisons.
Let me know if you want a comparison table or MCQ-style revision points too!
Bilkul! Chalo sab hidden surface removal algorithms ko Hinglish mein point-wise samjhte hain — simple
aur yaad rehne layak:
Ye check karta hai ki kaunsa surface viewer (hum) ki taraf hai aur kaunsa peeche.
Jo peeche wala face hota hai, usse hata diya jata hai (render nahi hota).
Example: Ek cube ke 6 faces hote hain, lekin sirf 3 hi dikhte hain — baaki 3 back face hote hain,
remove kar diye jaate hain.
2. Z-Buffer Algorithm
Agar naya surface purane se zyada nazdeek (chhoti Z value) hai, toh usse update kar deta hai.
Fast hota hai, games aur 3D applications mein use hota hai.
Limitation: Transparent (aadhe dikhte) objects handle nahi karta.
3. A-Buffer Algorithm
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Z-buffer ka advanced version hai — transparent aur overlapping objects ke liye.
Har pixel ke liye ek list rakhta hai — jisme depth, color, opacity sab hota hai.
Multiple surfaces ko blend karke realistic image banata hai.
Thoda heavy hota hai performance ke liye, lekin image quality acchi hoti hai.
4. Scan-Line Algorithm
Sare surfaces ko unki depth ke hisaab se sort karta hai — door se nazdeek.
Pehle door wale draw karta hai, phir unke upar nazdeek wale — jaise painter background pehle
banata hai.
Kabhi-kabhi surfaces overlap karte hain toh polygon ko split karna padta hai.
Scene ko recursively 2 parts mein todta hai aur ek binary tree banata hai.
Phir tree ko back to front traverse karke rendering karta hai.
Mostly static scenes (jaise 3D game ka fixed map) ke liye useful hai.
Efficient sorting milta hai isse.
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Agar chaho toh in sab ka short notes ya comparison table bhi de sakta hoon exam ke liye. Batao?
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