Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
Bressenham’s Midpoint Circle Drawing AlgorithmMrinmoy Dalal
This document explains Bresenham's midpoint circle drawing algorithm. It defines a circle as all points equidistant from a center point. The algorithm uses integer arithmetic to iteratively determine the next pixel on the circle circumference. It starts at an initial point and calculates a decision parameter P to determine if the next point is above or below along the y-axis. It tabulates an example of drawing a circle of radius 10 centered at the origin to demonstrate how P is used to progress around the circle octant by octant.
This document discusses different types of interconnection network topologies for parallel machines. It provides details on:
1) Linear array networks have nodes connected in a line, with diameter of n-1, node degree of 2, and bisection width of 1.
2) Mesh networks connect nodes in a grid, with diameter of 2(n-1), node degree of 4, and bisection width of n for an nXn mesh.
3) Hypercube networks have nodes connected by log2N routing functions, with diameter and node degree of log2N and bisection width of 2n-1 for a network with N nodes.
Raster scan displays have lower resolution than random scan displays because raster scan stores picture definition as intensity values along scan lines, while random scan stores pictures as line commands. Raster scan directs its electron beam from top to bottom across the entire screen one row at a time, making it less expensive than random scan which only draws required lines. However, random scan produces smoother lines and can provide more realistic displays through advanced techniques like shadows and hidden surfaces.
The document discusses window to viewport transformation. It defines a window as a world coordinate area selected for display and a viewport as a rectangular region of the screen selected for displaying objects. Window to viewport mapping requires transforming coordinates from the window to the viewport. This involves translation, scaling and another translation. Steps include translating the window to the origin, resizing it based on the viewport size, and translating it to the viewport position. An example transforms a sample window to a viewport through these three steps.
Raster scanning is used in television and involves scanning an image by rows from left to right using a beam. Each point is called a pixel and pixels are stored in a frame buffer along with their color. A video controller scans each line from left to right and then moves to the next line, accessing the frame buffer to retrieve pixel coordinates and colors. Interlacing was used in older TVs and involved scanning alternating lines to reduce flicker at lower refresh rates. The quality of a raster image depends on its resolution and color depth. Raster scanning requires little memory and is less costly than alternatives but images can lose detail when scaled up due to fixed pixel sizes.
Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
Bressenham’s Midpoint Circle Drawing AlgorithmMrinmoy Dalal
This document explains Bresenham's midpoint circle drawing algorithm. It defines a circle as all points equidistant from a center point. The algorithm uses integer arithmetic to iteratively determine the next pixel on the circle circumference. It starts at an initial point and calculates a decision parameter P to determine if the next point is above or below along the y-axis. It tabulates an example of drawing a circle of radius 10 centered at the origin to demonstrate how P is used to progress around the circle octant by octant.
This document discusses different types of interconnection network topologies for parallel machines. It provides details on:
1) Linear array networks have nodes connected in a line, with diameter of n-1, node degree of 2, and bisection width of 1.
2) Mesh networks connect nodes in a grid, with diameter of 2(n-1), node degree of 4, and bisection width of n for an nXn mesh.
3) Hypercube networks have nodes connected by log2N routing functions, with diameter and node degree of log2N and bisection width of 2n-1 for a network with N nodes.
Raster scan displays have lower resolution than random scan displays because raster scan stores picture definition as intensity values along scan lines, while random scan stores pictures as line commands. Raster scan directs its electron beam from top to bottom across the entire screen one row at a time, making it less expensive than random scan which only draws required lines. However, random scan produces smoother lines and can provide more realistic displays through advanced techniques like shadows and hidden surfaces.
The document discusses window to viewport transformation. It defines a window as a world coordinate area selected for display and a viewport as a rectangular region of the screen selected for displaying objects. Window to viewport mapping requires transforming coordinates from the window to the viewport. This involves translation, scaling and another translation. Steps include translating the window to the origin, resizing it based on the viewport size, and translating it to the viewport position. An example transforms a sample window to a viewport through these three steps.
Raster scanning is used in television and involves scanning an image by rows from left to right using a beam. Each point is called a pixel and pixels are stored in a frame buffer along with their color. A video controller scans each line from left to right and then moves to the next line, accessing the frame buffer to retrieve pixel coordinates and colors. Interlacing was used in older TVs and involved scanning alternating lines to reduce flicker at lower refresh rates. The quality of a raster image depends on its resolution and color depth. Raster scanning requires little memory and is less costly than alternatives but images can lose detail when scaled up due to fixed pixel sizes.
Attributes of output primitives( curve attributes & area fill attributes)shalinikarunakaran1
Curve attributes and area fill attributes in output primitives can be customized. Areas can be filled with solid colors or patterns, with options to choose specific colors and patterns. There are three basic area fill styles - hollow with a color border, filled with a solid color, or filled with a specified pattern. The fill style is selected using the setInteriorStyle function, which can set the style to hollow, solid, or pattern. Hatching patterns can also be used to fill areas.
The document discusses various techniques for tiling a plane including monohedral and dihedral tilings using regular polygons. It also discusses recursively defined fractal curves like the Koch curve and Dragon curve which are generated by repeating a simple process to produce self-similar patterns. Grammer based models for simulating plant growth using graftals are also covered.
Anti-aliasing is a technique used to reduce jagged or stair-stepped edges in digital images by adding subtle color variations around edges. It works by averaging pixel color values across edges to make them appear smoother. There are several techniques for anti-aliasing including increasing image resolution, prefiltering by calculating pixel color based on object overlap within a pixel area, and postfiltering through supersampling at a higher resolution and then averaging down. Unweighted area sampling draws lines as rectangles and sets pixel intensity proportional to the amount of overlap with the rectangle rather than distance from the pixel center.
The document discusses computer graphics and various display technologies. It describes raster and vector display systems used in computer graphics. Raster systems store and display images as a grid of pixels using a process called scan conversion. Each pixel is stored in a frame buffer and refreshed rapidly to display the image. Vector systems draw images as geometric objects and lines. Common display technologies discussed include cathode ray tubes (CRT), liquid crystal displays (LCD), and plasma displays. Applications of computer graphics mentioned include computer-aided design (CAD), multimedia, visualization, and entertainment.
This document discusses image enhancement techniques in the spatial domain. It begins by introducing intensity transformations and spatial filtering as the two principal categories of spatial domain processing. It then describes the basics of intensity transformations, including how they directly manipulate pixel values in an image. The document focuses on different types of basic intensity transformation functions such as image negation, log transformations, power law transformations, and piecewise linear transformations. It provides examples of how these transformations can be used to enhance images. Finally, it discusses histogram processing and how the histogram of an image provides information about the distribution of pixel intensities.
This document summarizes the scan-line rendering algorithm. It maintains two tables - an edge table containing line coordinates and surface pointers, and a polygon table containing surface properties. For each scan line, all intersecting surfaces are examined to determine the visible surface. Depths are calculated to set surface flags and populate the image buffer with intensity values from the visible surface. Coherence between scan lines is exploited to reuse prior visibility calculations where edge intersections remain the same.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
A frequently used class of objects are the quadric surfaces, which are described with second-degree equations (quadratics). They include spheres, ellipsoids, tori, paraboloids, and hyperboloids.
Quadric surfaces, particularly spheres and ellipsoids, are common elements of graphics scenes
The depth buffer method is used to determine visibility in 3D graphics by testing the depth (z-coordinate) of each surface to determine the closest visible surface. It involves using two buffers - a depth buffer to store the depth values and a frame buffer to store color values. For each pixel, the depth value is calculated and compared to the existing value in the depth buffer, and if closer the color and depth values are updated in the respective buffers. This method is implemented efficiently in hardware and processes surfaces one at a time in any order.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
Polygon is a figure having many slides. It may be represented as a number of line segments end to end to form a closed figure.
The line segments which form the boundary of the polygon are called edges or slides of the polygon.
The end of the side is called the polygon vertices.
Triangle is the most simple form of polygon having three side and three vertices.
The polygon may be of any shape.
Halftoning is the process of converting a greyscale image to a binary image made up of black and white dots. In newspapers, halftoning simulates greyscale using patterns of black dots of varying sizes on a white background. Traditionally, halftoning was done photographically by projecting an image through a halftone screen with an etched grid onto film. Different screen frequencies control dot size. Digital halftoning techniques include patterning, which replaces each pixel with a pattern from a binary font, and dithering, which thresholds the image against a dither matrix to determine black and white pixels.
This document discusses raster and random scan display technologies. It defines key concepts like pixels, aspect ratio, and frame buffers. Pixels make up raster images and are arranged in a grid, with more pixels providing higher resolution. A frame buffer is RAM that stores a bitmap driving a video display. Raster scan uses pixels along scan lines and has lower resolution but is less expensive than random scan, which uses mathematical equations to describe images and provides smoother lines but is more costly.
4-CONNECTED AND 8-CONNECTED NEIGHBOR SELECTION By Sintiak HaqueSintiak haque
Boundary fill algorithm is used frequently in computer graphics to fill a desired color inside a closed polygon having the same boundary color for all of its sides.Boundary Fill Algorithm starts at a pixel inside the polygon to be filled and paints the interior proceeding outwards towards the boundary. This algorithm works only if the color with which the region has to be filled and the color of the boundary of the region are different.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
Raster scanning is a process used in television and computer graphics where an image is captured and reconstructed by systematically scanning across it in horizontal lines from top to bottom. Each line, called a scan line, is transmitted as an analog signal or divided into discrete pixels. Pixels are stored in a refresh buffer and then "painted" onto the screen one row at a time, with the beam returning to the left side during horizontal retrace and to the top left for vertical retrace between frames. Raster scanning provides realistic images but at the cost of lower resolution compared to random scanning systems.
The document summarizes raster scan and random scan displays. Raster scan displays use an electron beam that sweeps across the screen from top to bottom to generate pixels based on values stored in a refresh buffer. Random scan displays directly draw images using an electron beam without a fixed pattern, storing only line drawing instructions. The key differences are that raster scan is used for realistic images due to storing intensity values while random scan has higher resolution but is limited to line drawings. Both use a cathode ray tube containing an electron gun, deflection coils, and phosphor screen.
The document discusses viewport transformations which map objects from one coordinate system to another, such as mapping from world coordinates to screen coordinates. It explains that viewport transformations are used for viewing transformations like zooming and moving drawings. The document also describes how a matrix M can be determined to map a window defined in world coordinates to a viewport defined in screen pixel coordinates.
Synchronization is The Co-ordination of The Events To Operate A System in Unison .
Systems operating with all their parts in synchrony are said to be synchronous or in sync.
This document discusses the basics of computer graphics. It outlines the advantages of computer graphics such as producing high quality images and animation. It also classifies computer graphics systems as either interactive or passive. Interactive systems allow two-way communication between the user and computer while passive systems do not. The document then discusses pixels, color depth, frame buffers, and monitors. It concludes by outlining major areas of computer graphics like display of information, design/modeling, simulation, and user interfaces.
Attributes of output primitives( curve attributes & area fill attributes)shalinikarunakaran1
Curve attributes and area fill attributes in output primitives can be customized. Areas can be filled with solid colors or patterns, with options to choose specific colors and patterns. There are three basic area fill styles - hollow with a color border, filled with a solid color, or filled with a specified pattern. The fill style is selected using the setInteriorStyle function, which can set the style to hollow, solid, or pattern. Hatching patterns can also be used to fill areas.
The document discusses various techniques for tiling a plane including monohedral and dihedral tilings using regular polygons. It also discusses recursively defined fractal curves like the Koch curve and Dragon curve which are generated by repeating a simple process to produce self-similar patterns. Grammer based models for simulating plant growth using graftals are also covered.
Anti-aliasing is a technique used to reduce jagged or stair-stepped edges in digital images by adding subtle color variations around edges. It works by averaging pixel color values across edges to make them appear smoother. There are several techniques for anti-aliasing including increasing image resolution, prefiltering by calculating pixel color based on object overlap within a pixel area, and postfiltering through supersampling at a higher resolution and then averaging down. Unweighted area sampling draws lines as rectangles and sets pixel intensity proportional to the amount of overlap with the rectangle rather than distance from the pixel center.
The document discusses computer graphics and various display technologies. It describes raster and vector display systems used in computer graphics. Raster systems store and display images as a grid of pixels using a process called scan conversion. Each pixel is stored in a frame buffer and refreshed rapidly to display the image. Vector systems draw images as geometric objects and lines. Common display technologies discussed include cathode ray tubes (CRT), liquid crystal displays (LCD), and plasma displays. Applications of computer graphics mentioned include computer-aided design (CAD), multimedia, visualization, and entertainment.
This document discusses image enhancement techniques in the spatial domain. It begins by introducing intensity transformations and spatial filtering as the two principal categories of spatial domain processing. It then describes the basics of intensity transformations, including how they directly manipulate pixel values in an image. The document focuses on different types of basic intensity transformation functions such as image negation, log transformations, power law transformations, and piecewise linear transformations. It provides examples of how these transformations can be used to enhance images. Finally, it discusses histogram processing and how the histogram of an image provides information about the distribution of pixel intensities.
This document summarizes the scan-line rendering algorithm. It maintains two tables - an edge table containing line coordinates and surface pointers, and a polygon table containing surface properties. For each scan line, all intersecting surfaces are examined to determine the visible surface. Depths are calculated to set surface flags and populate the image buffer with intensity values from the visible surface. Coherence between scan lines is exploited to reuse prior visibility calculations where edge intersections remain the same.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
A frequently used class of objects are the quadric surfaces, which are described with second-degree equations (quadratics). They include spheres, ellipsoids, tori, paraboloids, and hyperboloids.
Quadric surfaces, particularly spheres and ellipsoids, are common elements of graphics scenes
The depth buffer method is used to determine visibility in 3D graphics by testing the depth (z-coordinate) of each surface to determine the closest visible surface. It involves using two buffers - a depth buffer to store the depth values and a frame buffer to store color values. For each pixel, the depth value is calculated and compared to the existing value in the depth buffer, and if closer the color and depth values are updated in the respective buffers. This method is implemented efficiently in hardware and processes surfaces one at a time in any order.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
Polygon is a figure having many slides. It may be represented as a number of line segments end to end to form a closed figure.
The line segments which form the boundary of the polygon are called edges or slides of the polygon.
The end of the side is called the polygon vertices.
Triangle is the most simple form of polygon having three side and three vertices.
The polygon may be of any shape.
Halftoning is the process of converting a greyscale image to a binary image made up of black and white dots. In newspapers, halftoning simulates greyscale using patterns of black dots of varying sizes on a white background. Traditionally, halftoning was done photographically by projecting an image through a halftone screen with an etched grid onto film. Different screen frequencies control dot size. Digital halftoning techniques include patterning, which replaces each pixel with a pattern from a binary font, and dithering, which thresholds the image against a dither matrix to determine black and white pixels.
This document discusses raster and random scan display technologies. It defines key concepts like pixels, aspect ratio, and frame buffers. Pixels make up raster images and are arranged in a grid, with more pixels providing higher resolution. A frame buffer is RAM that stores a bitmap driving a video display. Raster scan uses pixels along scan lines and has lower resolution but is less expensive than random scan, which uses mathematical equations to describe images and provides smoother lines but is more costly.
4-CONNECTED AND 8-CONNECTED NEIGHBOR SELECTION By Sintiak HaqueSintiak haque
Boundary fill algorithm is used frequently in computer graphics to fill a desired color inside a closed polygon having the same boundary color for all of its sides.Boundary Fill Algorithm starts at a pixel inside the polygon to be filled and paints the interior proceeding outwards towards the boundary. This algorithm works only if the color with which the region has to be filled and the color of the boundary of the region are different.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
Raster scanning is a process used in television and computer graphics where an image is captured and reconstructed by systematically scanning across it in horizontal lines from top to bottom. Each line, called a scan line, is transmitted as an analog signal or divided into discrete pixels. Pixels are stored in a refresh buffer and then "painted" onto the screen one row at a time, with the beam returning to the left side during horizontal retrace and to the top left for vertical retrace between frames. Raster scanning provides realistic images but at the cost of lower resolution compared to random scanning systems.
The document summarizes raster scan and random scan displays. Raster scan displays use an electron beam that sweeps across the screen from top to bottom to generate pixels based on values stored in a refresh buffer. Random scan displays directly draw images using an electron beam without a fixed pattern, storing only line drawing instructions. The key differences are that raster scan is used for realistic images due to storing intensity values while random scan has higher resolution but is limited to line drawings. Both use a cathode ray tube containing an electron gun, deflection coils, and phosphor screen.
The document discusses viewport transformations which map objects from one coordinate system to another, such as mapping from world coordinates to screen coordinates. It explains that viewport transformations are used for viewing transformations like zooming and moving drawings. The document also describes how a matrix M can be determined to map a window defined in world coordinates to a viewport defined in screen pixel coordinates.
Synchronization is The Co-ordination of The Events To Operate A System in Unison .
Systems operating with all their parts in synchrony are said to be synchronous or in sync.
This document discusses the basics of computer graphics. It outlines the advantages of computer graphics such as producing high quality images and animation. It also classifies computer graphics systems as either interactive or passive. Interactive systems allow two-way communication between the user and computer while passive systems do not. The document then discusses pixels, color depth, frame buffers, and monitors. It concludes by outlining major areas of computer graphics like display of information, design/modeling, simulation, and user interfaces.
This document provides an overview of computer graphics systems. It discusses the basic components of a graphics system including input, computation, and output. For input, it describes common devices like mice, keyboards, and scanners. The computation stage involves transformations and rasterization to generate images. For output, it explains framebuffers, bit depths, and different display technologies like CRT, LCD, and projection displays. It provides details on how these displays work and their advantages/disadvantages.
This document provides an introduction to computer graphics. It defines computer graphics as the creation, storage, and manipulation of pictures and drawings using digital computers. Computer graphics is used across diverse fields such as engineering, medicine, education, entertainment, and more. The document discusses basic terms related to display devices such as pixels, resolution, color depth, and frame buffers. It also describes different types of display devices including raster scan displays, random scan displays, direct view storage tubes, flat panel displays, and stereoscopic displays. Applications of computer graphics such as design, image processing, animation, simulation, and medical imaging are also summarized.
Introduction to computer graphics part 2Ankit Garg
This document discusses cathode ray tubes (CRTs) and how they work as display devices for computer graphics. It explains that CRTs contain an electron gun that emits a stream of electrons which are focused into a beam and directed to specific points on the phosphor-coated front of the picture tube. When the electron beam hits a phosphor dot, it glows proportionally to the beam strength. Color CRTs use three electron guns and a shadow mask to separately excite red, green, and blue phosphor dots, allowing for color displays. The document also covers other properties of CRTs like resolution, persistence, and aspect ratio.
This document discusses digital images and image processing. It covers several key topics:
1. Digital images are composed of pixels that can be represented in grayscale or RGB color. Higher bit depths allow for more colors or shades.
2. Image processing systems involve hardware, software, procedures, and people working together to explore digital images. Common hardware includes scanners, cameras, printers and monitors.
3. There are two main types of digital images - bitmapped (raster) images composed of pixels in a grid, and vector images defined by geometric shapes. Both have advantages for different types of images.
This document discusses graphics and multimedia technology. It covers various topics related to graphics including different types of images (raster/bitmap and vector), color, file formats, and methods for obtaining images. Specifically, it describes raster images as composed of pixels and matrices, while vector images use objects like lines and shapes. It also discusses color palettes, resolution, dithering, and scanning, digitizing, and capturing images using cameras, scanners, and software tools.
Introduction, graphics primitives :Pixel, resolution, aspect ratio, a frame buffer. Display devices, and applications of computer graphics.
Scan conversion - Line drawing algorithms: Digital Differential Analyzer (DDA), Bresenham’s Circle drawing algorithms: DDA, Bresenham’s, and Midpoint.
This document provides an overview of computer graphics systems. It discusses the basic components of a graphics system including input, computation, and output. For output, it describes raster display technologies like cathode ray tubes (CRTs) and liquid crystal displays (LCDs). It also discusses graphics memory and framebuffers for storing pixel color values, as well as color depth and dithering techniques. The goal of computer graphics is to solve the color function for each pixel on the display.
Model 1 multimedia graphics and animation introduction (1)Rahul Borate
Graphics controller
9 Refreshing of screen is
required.
Refreshing of screen is not required.
10 Suitable for TV, monitor. Suitable for CAD/CAM application,
scientific visualization.
This document discusses computer graphics systems and their components. It describes common display devices like CRT monitors and how they work. It explains color generation techniques in monitors using beam penetration or shadow mask methods. Input devices for graphics like mice, tablets, and joysticks are also covered. The document provides details on frame buffers, resolution, refresh rates and how raster scan displays redraw images.
Introduction to computer graphics part 1Ankit Garg
This document discusses computer graphics systems and their components. It describes video display devices like CRTs and how they work. Color is generated using techniques like beam penetration and shadow masks. Raster scan and random scan displays are covered. Input devices for graphics like mice, tablets, and gloves are also summarized. The document provides details on graphics hardware like frame buffers, refresh rates, and video controllers.
The document describes various types of computer display devices and their characteristics. It discusses raster and random scan displays, CRT monitors, color CRT technologies including beam penetration and shadow mask methods, and other display types such as direct view storage tubes. Input devices are also covered, including keyboards, mice, digitizers, and touch screens.
Computer graphics refers to creating, manipulating, and displaying visual images and animations using computers. There are two main types: interactive and non-interactive. Computer graphics has many applications including graphical user interfaces, plotting graphs and charts, simulations, entertainment, CAD/CAM, medicine, history, art, and cartography. Raster and vector graphics are the two main types of computer graphics representations. Raster uses a grid of pixels while vector uses mathematical formulas to define shapes.
The document discusses different types of computer monitors including monochrome monitors, color monitors, CRT monitors, LCD monitors, and LED monitors. It describes key monitor features such as screen size, aspect ratio, display resolution, refresh rate, and color depth. Monitors display computer output through the video card and are similar to televisions but with higher display resolutions.
This document summarizes various topics related to image processing including image data types, file formats, acquisition, storage, processing, communication, display, and enhancement techniques. It discusses key concepts such as image fundamentals, color models, resolution, bit depth, file formats like JPEG, GIF, TIFF, compression techniques including lossless, lossy, intraframe, interframe, and algorithms like run length encoding and Shannon-Fano coding. Image enhancement topics covered are point processing, spatial filtering, and color image processing.
This document discusses computer monitors, projectors, and sound systems. It describes the two main types of computer monitors as cathode ray tube (CRT) monitors and flat-panel displays. CRT monitors use electron guns to fire at phosphor dots on the screen to produce images, while flat-panel monitors like LCD use liquid crystals. Resolution, refresh rate, size, and dot pitch are important factors to consider when comparing monitors. The document also briefly covers PC projectors and sound systems, noting projectors can display high-quality images and sound cards translate digital signals to analog for speakers.
Monitors and sound systems
Devices that convert machine language into human understandable form.
Output can be in display form, on paper or sound on speakers.
Monitor
Sound System
Printer
Monitors are the most commonly used output devices.
A peripheral device with a screen for the visual display of information.
This document discusses several topics related to computer graphics and digital image processing, including:
1. Computer graphics involves displaying, manipulating, and storing images and data for visualization using a computer. Pixels are the smallest addressable elements that make up an image. Megapixels refer to millions of pixels and are used to describe camera resolution.
2. The CMY and CMYK color models are used to represent colors. CMY uses cyan, magenta, and yellow pigments while CMYK adds black. Lookup tables are used to reduce storage needs by indexing color values instead of directly coding pixel colors.
3. Resolution describes the number of pixels in an image, aspect ratio is the ratio of width
The document discusses computer graphics and is divided into several sections. It begins with an introduction to computer graphics and its applications such as display of information, design, simulation and animation, and user interfaces. It then describes the major hardware components of a graphics system including input devices, processing units, memory, and output devices. Finally, it discusses graphics software and programming interfaces that allow applications to interact with graphics hardware.
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This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
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Fuel Cells: Introduction- importance and classification of fuel cells - description, principle, components, applications of fuel cells: H2-O2 fuel cell, alkaline fuel cell, molten carbonate fuel cell and direct methanol fuel cells.
Use PyCharm for remote debugging of WSL on a Windo cf5c162d672e4e58b4dde5d797...shadow0702a
This document serves as a comprehensive step-by-step guide on how to effectively use PyCharm for remote debugging of the Windows Subsystem for Linux (WSL) on a local Windows machine. It meticulously outlines several critical steps in the process, starting with the crucial task of enabling permissions, followed by the installation and configuration of WSL.
The guide then proceeds to explain how to set up the SSH service within the WSL environment, an integral part of the process. Alongside this, it also provides detailed instructions on how to modify the inbound rules of the Windows firewall to facilitate the process, ensuring that there are no connectivity issues that could potentially hinder the debugging process.
The document further emphasizes on the importance of checking the connection between the Windows and WSL environments, providing instructions on how to ensure that the connection is optimal and ready for remote debugging.
It also offers an in-depth guide on how to configure the WSL interpreter and files within the PyCharm environment. This is essential for ensuring that the debugging process is set up correctly and that the program can be run effectively within the WSL terminal.
Additionally, the document provides guidance on how to set up breakpoints for debugging, a fundamental aspect of the debugging process which allows the developer to stop the execution of their code at certain points and inspect their program at those stages.
Finally, the document concludes by providing a link to a reference blog. This blog offers additional information and guidance on configuring the remote Python interpreter in PyCharm, providing the reader with a well-rounded understanding of the process.
3. Introduction
Example: Graph
Any thing which is not a text on computer is treated as a Computer
Graphics
Computer: The computer is a data processing machine or tool which is
used for storing, manipulating and displaying data
Graphics: Visualization of that data.
0
20
40
60
80
100
F.E. S.E. T.E. B.E.
Result
Result
4. Business software
T.V. Channels
GUI and Animations
Making charts
Image Processing
CAD/CAM
Computer Games
Applications
6. Pixel
Graphics Primitives
The Pixel is the smallest addressable screen element.
Pixel is the smallest piece of a display screen which we can control.
Pixel
Name Address
has
1 2 3 4 5
1
2
3
4
5
Coordinates: (I,j) =(Row, Column)= (3,3)
The greater the number of
points, the higher is the
resolution
7. Resolution
Resolution: Number of dots on the screen
Graphics Primitives
( No. of dots on horizontal line , No of dots on vertical line)
Pair of
Example,
1. 640 X 480
2. 800 X 600
3. 1024 X 768
4. 1280 X 1024
R G
B
RGB Model
This produce up to 16 millions possible colors
Color Range
= 0 to 255
8. Aspect Ratio
In Imaging, aspect ratio is the width of image divided by it’s height.
• Aspect Ratio= 2:1 means width is twice as large as height.
• While resizing image, maintain the Aspect Ratio to avoid stretching.
Aspect Ratio = 8 /6
= 1.33
Graphics Primitives
Aspect Ratio = Width / Height
8 Inches
6 Inches
9. Frame Buffer
• It collects and stores pixel values for use by the display device.
• It consists of color values for every pixel on the screen.
• Color values are stored in
1-bit : 2 colors (B &W, Binary , Monochrome)
4-bit s: 16 colors
8-bit s: 256 colors
16-bits: 32 thousand colors
24-bit s: 16 million (High color formats )
32 bits: Latest (True color formats )
Graphics Primitives
“ An array, which contains an internal representation of the image is
called Frame Buffer.”
10. Frame Buffer
If color value is
Graphics Primitives
1 For more number
of color values
Black & White
Frame Buffer
Color Frame
Buffer
Total amount of
memory required to
drive frame buffer
Resolution of output signal
Color depth size
depends
on
12. Display Devices
• There are several hardware devices used to display images to locate
and display, the points & line segments.
• Two types
Monochrome Display Monitor
Color Display Monitor
13. • Monochrome Display Monitor
It consist a Cathode Ray Tube(CRT) along with circuits.
Display Devices (Cont…)
14. • The light given off by the phosphor during exposure to the electron
beam is known as fluorescence.
• The continuing glow given off after the beam is removed known as
phosphorescence.
• The duration of phosphorescence is known as the phosphors
persistence.
Display Devices (Cont…)
15. Vertical and Horizontal Retrace
Display Devices (Cont…)
Horizontal Plate: Controls the
beam to scan from left to right and
retrace from right to left.
Vertical Plate: Controls the beam to
go from first scan line at the top to
the last scan line at the bottom and
retrace from bottom back to top.
16.
17. • Color Display Monitor
Display Devices (Cont…)
• It contains 3 electron
guns instead of one
with one electron gun
for each primary color.
• These phosphors are
capable of emitting
Red, Green and Blue
light.
18. Raster Graphics Display
• To store the information for each pixel in computer’s memory, a lot of
memory may be required. This is done in raster graphics display.
Each
pixel
At least one bit Further bits
Intensity Information
light or dark
If shades of different
colors are defined
19. • A portion of system memory which is used to hold the pixels is called
as Frame Buffer.
Raster Graphics Display
User Program Frame Buffer Raster Display
Raster Display Device
Lines / Surfaces
Color images
Display
20. Business software
T.V. Channels
GUI and Animations
Making charts
Image Processing
CAD/CAM
Computer Games
Applications