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COURSE CODE: CPT 321

COURSE TITLE: COMPUTER GRAPHICS


GRAPHIC SYSTEMS
Computer Graphics Systems: They are hardware and software systems used to create,
manipulate, and display images and animations on a computer. Computer Graphics is the
representation and manipulation of pictorial data by a computer. This includes graphics
cards, rendering engines, design software like Adobe Photoshop and Illustrator, and
programming interfaces like OpenGL and DirectX. The application of computer graphics to
create images in art and media is called CGI(Computer Generated Imagery). It can be 2D or
3D animations, objects or renderings in a film, TV program, video game, simulations etc.
There are 2 types of computer graphics which are Raster Graphics and Vector Graphics.
Raster Graphics System:
Raster graphics, also known as bitmap graphics, are composed of a grid of pixels. Each pixel
is assigned a specific color value, and together they form the complete image. Examples of
raster graphic file formats include JPEG, PNG, BMP, and GIF. Common software for creating
and editing raster graphics includes Adobe Photoshop, GIMP, and Corel PaintShop Pro.
Raster graphics are suitable for representing complex images with detailed color gradients
and shading, such as photographs. However, raster graphics have limitations in scalability.
Enlarging a raster image too much can result in loss of quality and pixelation.
Vector Graphics System:
Vector graphics represent images using mathematical formulas to describe shapes, lines,
and curves. Instead of storing individual pixels, they store the mathematical relationships
between points, allowing for infinite scalability without loss of quality. Examples of vector
graphic file formats include SVG (Scalable Vector Graphics), AI (Adobe Illustrator), EPS
(Encapsulated PostScript), and PDF (Portable Document Format). Common software for
creating and editing vector graphics includes Adobe Illustrator, CorelDRAW, and Inkscape.
Vector graphics are ideal for creating logos, icons, illustrations, and other graphics where
scalability and precision are important. Unlike raster graphics, vector graphics are
resolution-independent, meaning they can be scaled up or down without losing quality.
Video display devices are hardware devices that are used to visually present video or
graphical content to users. These devices come in various forms and technologies, each
with its own characteristics and applications. These devices include:
1. Cathode Ray Tube (CRT) Displays: CRT monitors were once ubiquitous but are
now largely obsolete. They use a vacuum tube with an electron gun to project
images onto a phosphorescent screen. CRT displays were bulky and had a curved
glass screen. They have been largely replaced by newer technologies like LCD and
LED displays.
2. Liquid Crystal Display (LCD) Monitors: LCD monitors use a liquid crystal solution
sandwiched between two transparent electrodes to control the passage of light.
They are thinner and lighter than CRT monitors and are widely used in desktop
computers, laptops, TVs, and other applications.
3. Light Emitting Diode (LED) Displays: LED displays use light-emitting diodes to
produce images. They are similar to LCD displays but use LEDs as a backlight source
instead of fluorescent tubes. LED displays offer improved energy efficiency, higher
contrast ratios, and thinner profiles compared to LCDs.
4. OLED Displays (Organic Light Emitting Diode): OLED displays use organic
compounds that emit light when an electric current is applied. Unlike LCDs, OLED
displays do not require a backlight, allowing for thinner and more flexible displays
with better contrast and color reproduction. OLED displays are commonly used in
smartphones, TVs, and high-end monitors.
5. Plasma Displays: Plasma displays use small cells containing electrically charged
ionized gases to produce images. They were once popular for large-screen TVs, but
they have largely been replaced by LCD and OLED displays due to factors such as
energy consumption and production costs.
6. Projection Systems: Projection systems use light sources and lenses to project
images onto a flat surface, such as a screen or wall. They are commonly used in
home theaters, conference rooms, and auditoriums. Types of projection systems
include LCD projectors, DLP (Digital Light Processing) projectors, and laser
projectors.
7. Virtual Reality (VR) Headsets: VR headsets are wearable devices that use screens
to display immersive virtual environments. They typically include high-resolution
displays with high refresh rates to minimize motion sickness and provide a realistic
experience.
8. Augmented Reality (AR) Devices: AR devices overlay digital content onto the
user's view of the real world. They often use transparent displays or projectors to
superimpose digital images onto the user's surroundings.
PHYSICAL AND LOGICAL INPUT DEVICES
Physical and logical input devices are both essential components in computer systems,
each serving distinct roles in interacting with and providing data to computers.
1. Physical Input Devices:
 Physical input devices are tangible hardware components that users interact
with directly to input data or commands into a computer system.
 Examples of physical input devices include keyboards, mice, touchscreens,
trackpads, joysticks, game controllers, scanners, and webcams.
 These devices allow users to input text, navigate graphical interfaces,
manipulate objects, and capture images or documents.
2. Logical Input Devices:
 Logical input devices, also known as virtual or software-based input devices,
are software abstractions or virtual representations of physical input
devices.
 These devices are typically created by software to provide alternative
methods of input or to interpret input from unconventional sources.
 Examples of logical input devices include virtual keyboards, virtual mice
(touchpad emulation), voice recognition systems, gesture recognition
interfaces, and software-based sensors.
 Logical input devices are often used in scenarios where physical input
devices may not be practical or available, such as in mobile devices or virtual
reality environments.
 They can also enable accessibility features for users with disabilities, such as
on-screen keyboards or voice commands.
FUNDAMENTAL TECHNIQUES IN GRAPHICS
Fundamental techniques in graphics refer to the foundational principles and methods used
in creating and manipulating visual content, whether in 2D or 3D space. These techniques
serve as the building blocks for various applications, including computer graphics, design,
animation, and visualization. Here are some fundamental techniques in graphics:
1) Rasterization: Rasterization is the process of converting vector graphics or
geometric shapes into raster images composed of pixels. It involves determining
which pixels to activate based on the shape's position, size, and properties.

2) Rendering: Rendering is the generation of a 2D image from a 3D model by means of


computer programs. It is the process of generating a final image from a scene
description. It involves simulating lighting, shading, and other visual effects to
produce realistic or stylized images.

3) Color Theory: Understanding color theory is crucial for creating visually appealing
graphics. This includes knowledge of color models (RGB, CMYK, etc.), color spaces,
color harmonies, and the psychological effects of color.

4) 3D projection: A 3D projection (or graphical projection) is a design technique used


to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These
projections rely on visual perspective and aspect analysis to project a complex
object for viewing capability on a simpler plane.
5) Image Editing: Image editing techniques involve manipulating raster graphics to
adjust colors, contrast, brightness, and other attributes. Common tools include
selection, masking, blending, and filters.

6) Ray tracing: Ray tracing is a technique for generating an image by tracing the path
of light through pixels in an image plane. The technique is capable of producing a
high degree of photorealism; usually higher than that of typical scanline rendering
methods, but at a greater computational cost.

7) Geometric Transformations: Geometric transformations involve altering the


position, orientation, scale, or shape of objects in a graphic scene. Common
transformations include translation, rotation, scaling, and shearing.

8) Texture Mapping: Texture mapping is the process of applying textures or images to


surfaces in a 3D scene to add detail and realism. This technique is commonly used in
computer graphics and game development.

9) Shading: Shading refers to depicting depth in 3D models or illustrations by varying


levels of darkness. It is a process used in drawing for depicting levels of darkness on
paper by applying media more densely or with a darker shade for darker areas, and
less densely or with a lighter shade for lighter areas.

10)Projection Methods: Projection methods define how 3D objects are projected onto
a 2D screen or surface. Common projection methods include perspective projection,
orthographic projection, and isometric projection.
SIMPLE COLOUR MODELS
Colour models are mathematical models that describe the way colors can be represented
and displayed. Here are two simple color models commonly used in computer graphics and
design:
1. RGB (Red, Green, Blue):
 RGB is an additive color model where colors are represented by combining different
intensities of red, green, and blue light.
 Each color channel (R, G, B) typically ranges from 0 to 255 in an 8-bit system, where
0 represents no intensity and 255 represents full intensity.
 By varying the intensity of each channel, a wide range of colors can be produced. For
example, mixing full intensity of red and green produces yellow.
 RGB is widely used in electronic displays such as computer monitors, TVs, and
digital cameras.
2. CMY (Cyan, Magenta, Yellow):
 CMY is a subtractive color model used in color printing and reproduction. It
represents colors by subtracting different percentages of cyan, magenta, and yellow
ink from white.
 When all three colors are combined at full intensity, they subtract all wavelengths of
light, resulting in black (although in practice, a small amount of black ink is usually
added to improve color accuracy and depth, leading to the CMYK model).
 CMY is complementary to RGB: mixing equal amounts of CMY produces black in
theory, while equal amounts of RGB produce white.
These simple color models provide different ways to represent and manipulate colors in
digital and print media, each with its own strengths and applications.
VIEWING TRANSFORMATIONS
Viewing transformations are an essential part of computer graphics, particularly in the
context of rendering 3D scenes onto a 2D screen. These transformations involve
transforming objects and their positions relative to a camera or observer to create the
desired perspective or viewpoint. Viewing transformations typically include:
1. Translation: Shifting the entire scene or camera position along the x, y, and z axes.
Translation is often used to reposition the viewpoint or center the scene within the
viewing frustum.
2. Rotation: Rotating the entire scene or camera orientation to change the viewing
direction. This transformation allows for viewing the scene from different angles or
perspectives.
3. Scaling: Adjusting the scale of the scene or objects within it. Scaling can be used to
zoom in or out on the scene, changing the apparent size of objects relative to the
viewport.
4. Projection: Transforming the 3D coordinates of objects into 2D coordinates for
rendering on a 2D screen. Projection can be performed using various techniques,
such as perspective projection or orthographic projection.
5. Viewport Transformation: Mapping the 2D coordinates of the scene onto the
screen or viewport. This transformation involves specifying the position and
dimensions of the viewport within the window or display.
CLIPPING
Clipping in computer graphics refers to removing objects or parts of objects outside of the
visible area of a computer screen. It is a fundamental operation used to determine which
objects or parts of objects are visible within a specified region, called the viewing frustum
or clipping window, and discard the portions that are outside of it. Clipping is essential for
rendering scenes efficiently and accurately. The viewing frustum defines the volume of
space that is visible to the viewer or camera.

Types of Clipping:
 Point Clipping: Determines whether a point lies inside or outside the
viewing frustum.
 Line Clipping: Determines whether a line segment lies entirely inside,
partially inside, or entirely outside the frustum.
 Polygon Clipping: Determines which parts of a polygon lie inside or outside
the frustum. Common polygon clipping algorithms include Sutherland-
Hodgman and Weiler-Atherton.
 3D Clipping: Involves clipping objects in 3D space against the viewing
frustum, typically performed after applying the projection transformation.

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