Introduction to Computer Graphics
1. Overview of Computer Graphics
Computer Graphics is the art and science of creating, manipulating, and displaying visual content using computers. It is a multidisciplinary field that draws from mathematics, engineering, and artistic design, and it plays a central role in diverse applications ranging from video games and animations to scientific simulations and data visualization.
Definition
Computer Graphics refers to the representation and manipulation of image data using computational techniques. It encompasses both 2D and 3D graphical content, often rendered onto screens or printed for static use.
Scope and Applications
· Entertainment Industry: Animation movies, special effects in films, and video games.
· Design and Engineering: CAD (Computer-Aided Design) for architecture, automotive, and mechanical design.
· Education and Training: Simulations for medical, aviation, and military training.
· Scientific Visualization: Representing complex data sets like climate models or molecular structures.
· User Interfaces: GUI design relies heavily on computer graphics for user-friendly environments.
Historical Evolution
The journey of computer graphics began in the 1950s and has evolved significantly:
· 1950s–60s: Vector displays; primarily line drawings.
· 1970s: Raster graphics and framebuffers enabled full-color images.
· 1980s–90s: Hardware acceleration and 3D rendering took the stage.
· 2000s–Present: Real-time ray tracing, GPU computing, and photorealistic rendering techniques.
2. Graphics System
A computer graphics system typically consists of hardware (such as display devices, input devices, and output devices) and software that together enable the creation and manipulation of images.
2.1 Video Display Devices
Display devices are the mediums through which images are visually presented to users. Two primary types of scanning techniques are used:
a. Raster Scan Systems
Mechanism: The screen is divided into a matrix of pixels. An electron beam sweeps across the screen row by row (left to right and top to bottom).
Advantages:
· Supports rich color depth.
· Efficient for complex images and realistic pictures.
Disadvantages:
· Aliasing effects.
· Requires memory for the frame buffer.
· Examples: CRT monitors (historically), LCD, LED, and OLED displays (modern).
b. Random Scan Systems (Vector Displays)
Mechanism: The electron beam directly draws lines and shapes by targeting specific coordinates.
Advantages:
· Excellent for line drawings.
· No aliasing.
Disadvantages:
· Not suitable for realistic or complex images.
· Examples: Early oscilloscopes and vector-based displays.
3. Raster Scan vs. Random Scan
Feature |
Raster Scan |
Random Scan |
Image Composition |
Pixel matrix (scanlines) |
Vector-based (lines and curves) |
Memory Usage |
Requires frame buffer |
Minimal memory use |
Performance |
Better for complex scenes |
Faster for simple diagrams |
Aliasing |
Common (needs anti-aliasing) |
Naturally anti-aliased |
Common Use Cases |
Photorealistic rendering, UI |
CAD, schematics |
4. Input Devices
Graphics input devices are essential for interacting with graphical environments.
a. Keyboard
Basic input device, often used in conjunction with graphical software for entering commands or text.
b. Mouse
A pointing device allowing intuitive interaction through click-and-drag operations. Essential in GUI and drawing applications.
c. Trackball and Joystick
Used in applications requiring directional input, such as gaming or specific industrial controls.
d. Graphics Tablet
Provides a pen-like stylus input. Common in digital art and CAD applications.
e. Light Pen
Used with CRT displays to draw directly on the screen by detecting the position of the electron beam.
f. Touch Screens
Combines input and output into a single device, widely used in mobile devices and kiosks.
5. Hard Copy Devices
Hard copy devices allow the transfer of graphical output from screen to a physical medium.
a. Printers
· Inkjet and Laser Printers: Used for both text and high-quality image output.
· Plotters: Specialized printers used in engineering and architectural drawings. Operate using vector graphics for precision.
b. 3D Printers
Transform digital 3D models into physical objects, increasingly popular in prototyping and custom manufacturing.
6. Graphics Software
Graphics software consists of tools and libraries that facilitate the creation, rendering, and manipulation of images.
Categories of Graphics Software
a. Drawing and Painting Programs
· Used for freehand sketching, illustration, and digital painting.
· Examples: Adobe Photoshop, CorelDRAW, GIMP.
b. CAD Software
· Focuses on precision drawing for engineering and architecture.
· Examples: AutoCAD, SolidWorks.
c. Visualization Tools
· Used for scientific and data visualization.
· Examples: MATLAB graphics, Paraview.
d. Game Engines
· Real-time rendering platforms for interactive 2D/3D environments.
· Examples: Unity, Unreal Engine.
e. APIs and Libraries
· Provide programmatic interfaces for developers.
· OpenGL: Industry-standard for rendering 2D/3D graphics.
· DirectX: Microsoft’s API suite for multimedia.
· Vulkan: High-performance, cross-platform graphics and compute API.
7. Fundamental Objectives
Understanding Drawing Algorithms
Students learn how digital lines, circles, and other primitives are rendered using algorithms like:
· DDA (Digital Differential Analyzer) Algorithm
· Bresenham’s Line Algorithm
· Midpoint Circle Algorithm
These algorithms teach the logic of rasterizing geometric shapes accurately and efficiently.
Polygon Fitting and Clipping
A critical concept in graphical computation where irregular shapes are approximated using polygons.
· Polygon Filling Algorithms: Scanline algorithm, flood fill, boundary fill.
· Clipping Algorithms: Cohen–Sutherland, Liang–Barsky used to determine visible parts of lines or polygons in a given viewport.
2D Transformations
Manipulating shapes using linear algebra to perform operations like:
· Translation: Moving objects in 2D space.
· Scaling: Changing object size.
· Rotation: Turning the object around a pivot point.
· Reflection and Shearing: Advanced geometric manipulation.
Homogeneous coordinates are introduced to enable these transformations using matrix multiplication.
Introduction to 3D Transformations
Building on 2D principles, 3D graphics involve additional complexity:
· Use of a third axis (Z-axis) for depth.
· Transformations involve 4×4 matrices.
· Concepts of perspective projection, camera viewing, and depth buffer are introduced.
These transformations lay the groundwork for 3D modeling, rendering, and real-time graphics seen in games and simulations.
Conclusion
The introduction to Computer Graphics serves as a foundational gateway for students aspiring to build expertise in visual computing. From understanding basic hardware to exploring advanced software environments, the field equips students with both theoretical knowledge and practical tools. The drawing algorithms and transformation concepts developed in this stage are essential for deeper studies in rendering, animation, and 3D modeling.