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Lec1 2IntroductionGraphics&Animation

The document provides an overview of computer graphics, detailing its definition, goals, key concepts, and applications. It covers various areas such as modeling, rendering, animation, and the distinction between interactive and non-interactive graphics. Additionally, it discusses challenges, image quality issues, and the properties of video monitors.
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0% found this document useful (0 votes)
13 views38 pages

Lec1 2IntroductionGraphics&Animation

The document provides an overview of computer graphics, detailing its definition, goals, key concepts, and applications. It covers various areas such as modeling, rendering, animation, and the distinction between interactive and non-interactive graphics. Additionally, it discusses challenges, image quality issues, and the properties of video monitors.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Computer Graphics and

Animation

Lecture 1

Lubna Yasmin Pinky


Assistant Professor
Dept. of CSE, MBSTU,
Santosh, Tangail-1902.
1
Computer Graphics
• Computer graphics describes any use of computers to
create and manipulate images.
• It deals with all aspects of creating images with a
computer: Hardware, Software and Applications
• Computer graphics is a field that involves creating,
manipulating, and displaying visual content using
computers.
• It encompasses a wide range of applications, from creating
realistic 3D models and animations to generating 2D
images and visual effects.

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3
Goals of Computer Graphics
• Recognize how a visual image can be an effective
means of communication.
• Distinguish and interpret various types of typography.
• Utilize a broad range of type styles in combination
with visual images.
• Use a computer to create and manipulate images and
text for use in various print and digital mediums.

4
Why computer graphics
used?
• Interactive computer graphics work using the concept of
two-way communication between computer users. The
computer will receive signals from the input device, and the
picture is modified accordingly. Picture will be changed
quickly when we apply command.

5
Graphics Areas

• Modeling deals with the mathematical specification of


shape and appearance properties in a way that can be
stored on the computer.
• Rendering is a term inherited from art and deals with the
creation of shaded images from 3D computer models.
• Animation is a technique to create an illusion of motion
through sequences of images.
✓ Animation uses modeling and rendering but adds the key
issue of movement over time, which is not usually dealt
with in basic modeling and rendering.

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Key concepts in Computer Graphics
• Raster Graphics and Vector Graphics: Computer graphics can be
divided into raster graphics (made up of pixels, like photographs) and
vector graphics (defined by mathematical equations, like logos).
• 3D Rendering: This involves creating 3D scenes and objects and then
rendering them into 2D images or animations using techniques like ray
tracing or rasterization.
• Computer-Aided Design (CAD): CAD is used in architecture,
engineering, and industrial design to create detailed and accurate 2D
and 3D models.
• Computer Animation: This includes both 2D and 3D animations,
used in movies, video games, simulations, and more.
• Virtual Reality (VR) and Augmented Reality (AR): These
technologies create immersive experiences by overlaying digital
content onto the real world (AR) or creating entirely virtual
environments (VR). 9
Key concepts in Computer Graphics
• Image Processing: Manipulating and enhancing images, often used in
photography and medical imaging.
• Graphics APIs: Application Programming Interfaces (APIs) like
OpenGL, DirectX, and Vulkan provide tools and libraries for
developers to create graphics applications.
• Shaders: These are small programs used in rendering to control the
visual appearance of materials, lighting, and effects.
• Rendering Techniques: Techniques like ray tracing, rasterization, and
global illumination are used to create realistic lighting and shading in
3D scenes.
• Graphics Software and Tools: Software like Adobe Photoshop,
Blender, Maya, and Unity are used to create and manipulate graphics
and animations.

10
Key concepts in Computer Graphics

• Interactive Graphics: Creating graphics that respond to user input,


often used in video games, simulations, and interactive media.
• GPU Programming: Graphics Processing Units (GPUs) are heavily
used in computer graphics for their parallel processing capabilities.
Programming GPUs using languages like CUDA or OpenCL can
greatly accelerate graphics tasks.

11
Major Challenges

• Learning a rendering API (OpenGL)


• 3d transformation maths using linear algebra
• Understanding graphics hardware
• Understanding rendering algorithms
• Time management

12
Application of Computer
Graphics
• Computer Aided Design
• Presentation graphics
• Computer art
• Entertainment
• Education and Training
• Visualization
• Image Processing
• Graphical User Interface
• Cartography
• 3D Modeling
13
Overview of Graphics Systems

• Images
• Hardware
– Input Systems
– Output Systems
• Software
– OpenGL

14
Basic Graphics System

Output device

Input devices
Image formed in FB

15
Frame buffer
Frame buffer – The picture definition is
stored in a memory is called refresh or
frame buffer.
Frame Buffer: A digital frame buffer is
large, contiguous piece of computer
memory used to hold or map the image
displayed on the screen.

Pixel - one element of the frame buffer


16
Pixels

Pixel - The pixel (a word invented from "picture element") is


the basic unit of programmable color on a computer display
or in a computer image.
▪CRT - Color triad (RGB phosphor dots)
▪LCD - Single color element
•Screen Resolution - measure of number of pixels on a
screen (m by n)
▪ m - Horizontal screen resolution
▪ n - Vertical screen resolution

17
Basic architecture of raster graphics
of frame buffer

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Frame buffer in Memory

• If we want a frame buffer of 640 pixels by 480


pixels, we should allocate:
Frame buffer = 640*480 bits
=307200 bits
=38400 bytes
=38.4 kilobytes(Kb)

19
Video Controller
• A video controller (also known as a display controller or graphics
controller) is a crucial component in a computer system that manages
the generation and display of visual output on a monitor or display
device.
• Its primary function is to control the communication between the
computer's central processing unit (CPU) and the display screen,
ensuring that visual information is presented accurately and
efficiently.

20
Video Controller
• Here are the main functions of a video controller in computer
graphics:
- Display Signal Generation
- Frame Buffer Management
- Resolution and Refresh Rate Control
- Color Management
- Cursor Control
- Hardware Acceleration
- Multiple Monitor Support
- Video Output Interfaces
- Signal Timing and Synchronization
- Graphics Processing Unit (GPU) Interaction

21
Image Quality
Issues

• Screen resolution • Brightness


• Color • Contrast
• Blank space between the • Refresh rate
pixels • Sensitivity of display to
• Intentional image viewing angle
degradation

22
Image Quality
Issues

• Screen resolution • Brightness


• Color • Contrast
• Blank space between the • Refresh rate
pixels • Sensitivity of display to
• Intentional image viewing angle
degradation

23
Resolution
◼ The images you see on your monitor are made of tiny
dots called pixels.
◼ The term resolution refers to the sharpness and
clarity of an image.
◼ A monitor resolution is determined by the number of
pixels on the screen. It is expressed as a Matrix.
◼ The more pixels a monitor displays, higher will be its
resolution. Clearer will be images appear.
 For example 640 X 480 resolution means that there are 640
pixels horizontally across the screen and 480 pixels vertically
down the screen.
 Resolution = total no of Horizontal pixels * total number of
vertical pixels

24
Resolution
◼ Actual resolution is determined by the
video controller.
 Most monitors can operate at several different
resolutions. They are
 640 X 480
 800 X 600
 1024 X 768
 1152 X 864
 1280 X 1024
◼ As the resolution increases, image on the
screen gets smaller.

25
Properties of Video Monitor
1. Persistence: Persistence is the duration of phosphorescence.
Different kinds of phosphors are available for use in CRT.
Besides color, a major difference between phosphor in their
persistence how they continue to emit light after the electron
beam is removed.
2. Resolution: Use to describe the number of pixels that are
used on display image.
3. Aspect Ratio: It is the ratio of width to its height. Its measure
is unit in length or number of pixels.

26
BRIGHTNESS
•Brightness refers to how much light energy is reflected by a Surface.
•Degree of brightness of an object in turn depends on the colour value
and texture of its surface
•A shiny, light-coloured surface will reflect more than a dark or rough
textured surface, even though both surfaces are lit with the same amount
of illumination
To discern shape ,form and texture, some degree of contrast or
brightness ratio also required.
Example- a white object can not be seen on white background as It would
be seen on dark background.

27
CONTRAST
Contrast between an object and its background is required for visual tasks that
require the discrimination of shape and contour.

Maximum ratio of 3:1 between the surface and its background is generally
recommended. Higher brightness ratio can lead to glare and associated
problems .

28
GLARE
Once our eyes have adjusted to a certain lighting level, any significant
increase in brightness can lead to glare, eyestrain and impairment of
visual performance
Two types of glare
[Link] glare
[Link] glare

Direct glare
Caused by brightness of light source. Brighter the light source. Greater
the glare

Indirect glare
Indirect glare is caused by viewing surface reflecting light from a light
source into the viewer’s eyes.

29
COLOUR
•Another important quality of light is its colour and how it affeects the
colouration of objects and surfaces in room. Daylight range from
purple to red .
•Spectral distribution of artificial light source varies with the type of
lamp.
•Apparent colour of surface is result of its reflection of its predominant
hue and its absorption of the other colour of the light illuminating it.

30
Application of Computer
Graphics
• Computer Aided Design
• Presentation graphics
• Computer art
• Entertainment
• Education and Training
• Visualization
• Image Processing
• Graphical User Interface
• Cartography
• 3D Modeling
• Printing technology 31
Example of Computer
Graphics Packages
• LOGO
• COREL DRAW
• AUTO CAD
• 3D STUDIO
• CORE
• GKS (Graphics Kernel System)
• PHIGS
• CAM (Computer Graphics Metafile)
• CGI (Computer Graphics Interface)
• OpenGL

32
Interactive and Passive
Graphics

33
Non-Interactive or Passive
Computer Graphics
• In non-interactive computer graphics, the picture is
produced on the monitor, and the user does not have any
controlled over the image, i.e., the user cannot make any
change in the rendered image. One example of its Titles
shown on T.V.
• Non-interactive Graphics involves only one-way
communication between the computer and the user, User
can see the produced image, and he cannot make any change
in the image.

34
Interactive Computer
Graphics
• In interactive Computer Graphics user have some
controls over the picture, i.e., the user can make any
change in the produced image. One example of it is
the ping-pong game.
• Interactive Computer Graphics require two-way
communication between the computer and the user. A
User can see the image and make any change by
sending his command with an input device.

35
Interactive Computer
Graphics

Advantages:
• Higher Quality
• More precise results or products
• Greater Productivity
• Lower analysis and design cost
• Significantly enhances our ability to understand data
and to perceive trends.

36
Working of Interactive
Computer Graphics
The modern graphics display is very simple in construction. It
consists of three components:
• Frame Buffer or Digital Memory
• A Monitor likes a home T.V. set without the tuning and receiving
electronics.
• Display Controller or Video Controller: It passes the contents
of the frame buffer to the monitor.

37
End of Class

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