Curriculum
Course: Computer Graphics – Adv
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Unit 1: Summary – Computer Graphics

 

 

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.

 

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