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1 - Introduction To Computer Graphics

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0% found this document useful (0 votes)
12 views21 pages

1 - Introduction To Computer Graphics

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

Introduction to the course

COMPUTER GRAPHICS

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Syllabus
• Unit 1 :- Introduction to Graphics systems, Basic elements of Computer
graphics, Applications of computer graphics. Architecture of Raster and
Random scan display devices, input/output devices.
• Unit 2 :- Raster scan line, circle and ellipse drawing algorithms, Polygon filling,
line clipping and polygon clipping algorithms

• Unit 3 :- 2D and 3D Geometric Transformations, 2D and 3D Viewing


Transformations (Projections- Parallel and Perspective), Vanishing
points
• Unit 4 :- Polygon Mesh Representation, Cubic Polynomial curves (Hermite and
Bezier).

Z-buffer algorithm, List-priority algorithm and area subdivision


• Unit 5 :- algorithm for visible surface determination. Illumination and shading
models, RGB color model and Basics of Computer Animation.
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Unit 1
Topic - Introduction to Computer Graphics

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Where do you see computer graphics in your daily life?
Examples :
• Movies & Visual Effects (VFX) - Avengers, Avatar
• Video Games - FIFA, PUBG, Minecraft
• Mobile & Desktop Interfaces - Icons, animations
• Augmented/Virtual Reality - VR headsets, AR apps

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Examples

Fig. A CAD system interface

Fig. Screen capture of a page during document preparation


using MS Word

Fig. Visualization of a DNA molecule

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What is Computer Graphics?
• Computer Graphics (CG):
• A branch of computer science that creates, stores, and manipulates visual
content using computers.
• Produces 2D drawings, 3D models, animations, and realistic images.
• Basic Elements:
• Modeling – Defining objects (shapes, structure).
• Rendering – Converting objects into images with shading, color, light.
• Interaction – User input/output with graphics.
• Examples:
• CAD models, animated movies, video games, VR/AR simulations.

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Why Study Computer Graphics?
• Reasons to Study CG:
• Makes user interfaces more interactive and appealing.
• Enables realism in movies, simulations, and games.
• Supports visualization in science, medicine, and engineering.
• Expands creativity by combining art + mathematics + technology.
• Real-World Uses:
• AutoCAD in engineering.
• Flight simulators for training.
• MRI/CT Scan visualization in medicine.

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HISTORICAL DEVELOPMENT OF THE FIELD
• The term “computer
graphics” was first coined by
William Fetter of Boeing
Corp. in 1960.
• Sylvan Chasen of Lockheed
Corp. in 1981 proposed
phase-wise classification of
the development of the
field.

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Applications of Computer Graphics
• Entertainment:
• Used in movies (VFX, CGI, animation) and video games to create realistic
characters, environments, and special effects. Virtual reality provides
immersive experiences.
• Education & Training:
• Helps in simulators (flight, driving, surgery) and interactive e-learning. 3D
visualization makes complex concepts easier to understand.
• Engineering & Design:
• Widely used in CAD/CAM software for architecture, mechanical, and civil
engineering. Helps in product design, prototyping, and visualization
before manufacturing.

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Applications of Computer Graphics
• Medicine:
• Enables visualization of MRI and CT scans in 2D/3D. Used in surgical
planning and medical simulations for training doctors.
• Science & Research:
• Supports data visualization, molecular modeling, astronomical
simulations, and weather forecasting by presenting data graphically.
• Maps & GIS:
• Used in cartography, digital maps, GPS systems, and tools like Google
Maps for navigation and geospatial analysis.

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Basic Elements of Computer Graphics
1. Modeling
• Definition:
• The process of defining the shape, structure, and geometry of objects in
the scene.
• Describes what objects look like before they are displayed.
• Key Points:
• Objects are represented using mathematical models (points, lines,
polygons, curves, surfaces).
• 2D models: Simple drawings (lines, circles, polygons).
• 3D models: Complex shapes (cubes, spheres, CAD designs).
• Examples:
• A 3D car model in a racing game.
• Architectural blueprints represented in CAD.
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Basic Elements of Computer Graphics
2. Rendering
• Definition:
• The process of converting models into an image by applying colors,
lighting, textures, and shading.
• Produces realistic images on the screen.
• Key Points:
• Takes into account light sources, camera position, material properties.
• Uses algorithms for shading, illumination, hidden surface removal.
• Rendering can be real-time (games) or offline (movies, VFX).
• Examples:
• Realistic 3D graphics in movies like Avatar.
• Shadows and reflections in video games.

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Basic Elements of Computer Graphics
3. Interaction
• Definition:
• The ability of the user to communicate and manipulate graphics using
input devices.
• Makes computer graphics dynamic instead of static.
• Key Points:
• Devices: Keyboard, mouse, joystick, touchscreen, VR headset, motion
sensors.
• Enables operations like zoom, rotate, drag, draw, animate.
• User can modify objects and view from different perspectives.
• Examples:
• Zooming into Google Maps.
• Rotating a 3D object in CAD software.
• Moving your head in VR to change perspective.

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Graphics System Overview

Input

Output Screen

Fig. Graphics system overview

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Generic architecture of a graphics system
• Main goal: Synthesize a 2D image for display on screen.
• CPU (Host computer): Provides instructions and data.
• Input Devices (Mouse, Keyboard, etc.): Allow user interaction.
• Display Controller: Handles image generation.
• Video Memory (Frame Buffer): Stores the digital image (pixel
data).
• Video Controller: Converts digital image → analog signals.
• Display Device: Final image rendered on screen.

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Generic architecture of a graphics system

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Graphic Devices
• Graphic devices can be divided into two broad groups, based on
the method used for rendering (or excitation of pixels):
• Vector Scan Devices (Random Scan / Calligraphic):
• Image represented as continuous geometric primitives (lines, curves).
• Only the required pixels along these primitives are excited.
• Produces smooth, sharp lines without jaggies.
• Limitation: Cannot easily display filled areas or complex images.
• Examples: Early radar systems, oscilloscopes.

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Graphic Devices
• Raster Scan Devices:
• Image represented as a complete pixel grid.
• Pixels refreshed sequentially, row by row (left to right, top to bottom).
• Each pixel checked and updated by the video controller.
• Supports colors, shading, realistic and complex images.
• Used in modern displays (CRT, LCD, LED, Plasma).

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Difference between Vector Scan and Raster Scan

Fig. Difference between vector and raster scan devices (a) Image to be rendered on the pixel
grid (b) Vector scan method—only those pixels through which the line passes are excited
(black circles) (c) Raster scan method—all pixels are considered during scanning—white
circles show the pixels not excited; black circles show excited pixels; arrows show scanning
direction

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References
• Baker, D.H. (2008). Computer Graphics. 2nd edition. Prentice Hall
of India.
• Bhattacharya, S. (2018). Computer Graphics. Oxford University
Press

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Thank You

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