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Introduction to computer graphics :- Computer graphics is a branch of computer science that deals
with the creation, manipulation, storing, representation and display the visual object such as
image,
video and animation using computer.
=> Computer graphics is widely used in movies, games, advertisement and storey telling programs
to create objects, provide motion and effects in that object.
=> Simulator(modeling real-world systems) is also an best example of computer graphics.
=> Simulator is the combination of Hardware and software that create an environment mostly for
training purpose such as car driving etc.
Classification of Application :- There are many types of application based on different criteria -
1. Based on the Nature of the Graphics:-
a) 2D Graphics b) 3D Graphics
2. Based on the Method of Generation :-
a) Raster Graphics b) Vector Graphics
3. Based on Interaction :-
a) Interactive Graphics b) Non-Interactive Graphics
Development of Hardware and software for Computer Graphics :-
1. Hardware Development :-
a. Display Devices i).CRT (Cathode Ray Tube) – Used in early monitors.
ii). LCD/LED Displays – Lighter, sharper, and energy-efficient.
iii). OLED, Plasma, and 4K/8K Displays – Used for high-definition and immersive visuals.
b. Graphics Processing Unit (GPU):- Specialized hardware for rendering graphics.
=> Performs parallel processing for real-time rendering in games and simulations.
c. Input Devices :- Keyboard, mouse, Stylus, 3D scanner, motion sensors (like Kinect), VR gloves.
d. Output Devices :- Printers – For hard-copy rendering of graphic designs.
Projectors and VR Headsets – For immersive and large-scale viewing.
2. Software Development :-
i. Programming Libraries and APIs like, OpenGL, DirectX, Vulkan
ii. Graphics Software and Tools like Photoshop, Illustrator, CorelDRAW
iii. Game Engines ex. Unity, Unreal Engine, Godot.
Scan Conversion :- It refers the process to read pixel by pixel and convert it into an object that
is line, circle, ellipse etc.
1. Scan converting line :- It is a process to draw a line on a graphics(screen).
Hare, we need to calculate the each pixel of line and represent then on any graphics.
Steps of Algorithms :-
Step-1 : Read both end points of lines say (x1,y1) and (x2,y2).
Step-2 : Calculator the slope of line.
m = ∆y/∆x where : ∆x = x2-x1 ∆y = y2 - y1
Step-3 : Calculate the length (size of loop)
IF(abs(∆x)>abs(∆y))
length=abs(∆x)
ELSE
length=abs(∆y)
Step-4 : Initialize the first Co-ordinates x=x1 , y=y1
Step-5 : if(m<1)
x=x+1
y= y +m
else
x=x+1/m
y=y+1
Step-6 : Plot the Co-ordinate (roundoff(x),roundoff(y))
Step-7 : Repeate the step 5 and step 6 length times.
2. Bresnahan's Algorithms :-
-: Unit II :-
Hardcopy Technologies :-
1. Printer :- A printer is an output device that produces a hardcopy (physical copy) of documents,
images, or graphics stored in digital form.
Types of Printers :-
1. Impact Printers
2. Non-Impact Printers
2. Plotter :- A plotter is a hardcopy output device used to print large-size graphics, drawings,
and designs with high precision.
Display Technologies :-
A. CRT :- It stands for Cathode Ray Tube. It is display technology that is used to visual object
such image video animation etc.
In this method Vacuum tube is used that contain an electron guns and phosphate coted screen.
It has following component :-
1. Control Grid :- Control the intensity of electron beam by setting various voltage level.
=> No. of electron reaching the screen since the light on the screen.
2. Heating Filament :-It is a Heating element that is eject the electron from cathode.
3. Cathode :- It is matter that eject the electron/Negative charge dement.
4. Focusing Anode:-It required the coverage of the electron because electrons replay to each other.
5. Accelerating Anode :- It is +vely charge plate that is used to Accelerate the speed of electron
beam.
6. Deflection Plats :- It is used to located the electron beam to a particular point.
There are two type - 1) Horizontal DP 2. Vertical DP
7. Phosphor coted Screen :- It is screen with coted +ve charge element.
Disadvantage of CRT :-
1. It is heavy.
2. It is Power consumption - more/high
2. Random Scan Display / Vector Scan Display :- In this system the data or image store are in frame
buffer in the form of curve such as point, line, circle etc.
B. DVST :-
Video Controller :-
Random-Scan Display processor :-
Image Scanners and Working exposure on graphics tools like Dream Weaver :-
3D Effects etc.
Clipping :-
Cyrus-Beck Algorithm :-
-: UNIT-III :-
Transformation :- Transformation is a process of changing the position, size, direction,
or shape of an object.
=> If the transformation is done in 2D space called 2D transformation.
2D Object :- tringle, circle, rectangle etc.
3D Object :- Sphere, Cylinder, Cone, Pyramid etc.
Geometrical Transformation :- In this transformation the object is moving while co-ordinate system
is in stationary form to achieve the transformation.
1. Translation :- Translation is the process which is moves an object from one place to another
place
(one point to another point)with respect to co-ordinate system.
P'(x', y') = Tv(P(x, y))
Where : x' = x + tx y' = y + ty
Example: Moving a square from (2,2) to (5,5).
2. Rotation :- Rotation transformation changes the direction of object that means Object will be
rotated by an specified angle Θ.
This transformation also two types -
i). Anti clock or Counter Clock : Rotates object counter clock wish Θ.
x' = xCosΘ - ySinΘ
y' = xSinΘ + yCosΘ
ii). Clock wish : Rotates object clock wish Θ.
x' = xCosΘ + ySinΘ
y' = -xSinΘ + yCosΘ
3. Scaling :- Scaling is transformation in which the size of the object will be changed.
=> It means the original object either reduced or magnified.
P'(x', y') = S x, y(P(x, y))
Where : x' = Sx.X y' = Sy.Y
4. Reflecting :- Reflecting transformation gives the mirror image of the original object.
=> Flips the object over a line is called Reflecting.
It is three types -
i). Reflecting about x -axis
P'(x', y') = Refx (P(x, y))
Where x' = x y' = -y
ii). Reflecting about y -axis
P'(x', y') = Refy (P(x, y))
Where x' = -x y' = y
iii). Reflecting about line y=x
P'(x', y') = Refx=y(P(x, y))
Where x' = y y' = x
Homogeneous Coordinates :- In real life mostly transformation can be done used as sequence of
transformation can be used as sequence of transformation of composite transformation.
Therefore, we need to find composite transformation matrix.
1. Rotation about an arbitrary Point :- It means Rotation is not about origin but about other
point(h,k)
then there is three steps are involved.
Step-1 : Translate the arbitrary point (h, k) to the origin.
x' = x - h
y' = y - k
Step 2 : Rotate the object by angle θ about origin.
x' = xcosθ - ysinθ
y' = xsinθ - ycosθ
2. Scaling about an arbitrary Point :- This composite transformation has following steps -
Step 1 : Translate the arbitrary point (h,k) to the origin.
Step 2 : Scale the object with scaling factor Sx, Sy.
Step 3 : Reverse translate the arbitrary point from origin to original position.
After combine this basic transformation we can write as -
P'(x',y') = T-vSx,yTv(P(x,y))
Window :- The window defines a rectangular area in the world coordinate system that
you want to display.
Viewport :- The viewport defines the rectangular area on the output device (such as the screen)
where the window will be mapped.
The Window-to-Viewport Transformations :-This transformation maps the world coordinates inside
the window to screen coordinates inside the viewport.
Window:
,,,
Viewport:
,,,
@#Prince
-: Unit-IV :-
Curves :- A curves is represented as collection of point that follows rule or equation.
A curve is repressed as a graph a function f(x) i.e. y=f(x) y is function of x
where y is depended variable. x is independent variable.
Types of Curve :-
1. Non-parametric Curve :- The curve that can not be represented in form of time t are the curve
that is not return using the time parameter t is called Non-parametric Curve.
This type of curve is either explicit or implicit.
Explicit Representation of Curve :- y = f(x) e.g. y=x2+2
Implicit Representation of Curve :- f(x, y)=0 e.g. x2 + y2 -a2 = 0
Continuity of Curve :- Any complex or shape are usually not modeled by single curve but pieces of
curve.
This joints create sharp corner that can create difficulty in representing fine curve.
There are various continuity condition at the joints -
A. Parametric Continuity
B. Geometric Continuity
2. First Order Parametric Continuity :- It is represented by C1. The first order derivative means
the tangent line of the coordinate function for two successive curve section are equal at there
joining points. It provide smooth points.
3. Second Order Parametric Continuity :- It is represented by C2. First order provides the
intersection
point of the both curve near to zero order continuity. Therefore to achieve more smoothness.
Solid Modeling :- Solid modeling is an representation of physical solid object it is used to provide
precise and complete computer based representation.
=> It is mostly use in engineering application and manipulate 3D object.
Representation of Solid :-
-: Unit -V :-
2. Computer Animation :- It is same as cell animation but hare frame design are by using computer
and
program. It also categized two types -
i). 2D ii). 3D
3. Kinematic Animation :- Kinematic cons the join the angle or more generally join setting and
position of
links difficult cons of Kinematic include the relationship between the joints
angle
and there rate of position and velocity of the links.
Animation Function :-
1. Morphing :- Morphing is the form of animation in which an object is transform one form to
another form
2. Twining :- Twining is the process of generating the in between frame. It means if the animation
sequence
designed with the help of in between the frame than it is called Twining Animation.
-: Unit-VI :-
Multimedia :- Multi means many media means source to convey information.
=> Multimedia is the combination of more than one media element such as text, images, audio
video, graphics, animation.
=> Multimedia is the combination of text, graphics, audio, video, and animation in a single
interactive
system or application.
=>Multimedia is an art creating interactive content.
Components of Multimedia :-
1. Text – Written content or information.
2. Graphics – Images, drawings, illustrations.
3. Audio – Sound, music, voice-over.
4. Video – Moving images, film clips.
5. Animation – Moving visuals/illustrations created frame-by-frame.
Need of Multimedia :-
1. Maintains interest of user
2. Interactive media
3. Easiest way interaction
4. Application of virtual reality
Uses of Multimedia :-
1. Education :- Smart classes, e-learning, tutorials, online courses
2. Entertainment :- Movies, music, video games, animation.
3. Advertising and Marketing :- Attractive product presentations, digital ads, social media
promotions.
4. Business, Healthcare :- Corporate training, Medical simulation
5. Science and Engineering :- Simulations, modeling complex structures, virtual labs.