MODULE ONE
INTRODUCTION
Graphics are defined as any sketch or a drawing or a special network that pictorially represents some meaningful information.
Computer Graphics is used where a set of images needs to be manipulated or the creation of the image in the form of pixels and is drawn on the computer. Computer Graphics can be used in digital photography, film, entertainment, electronic gadgets, and all other core technologies which are required. It is a vast subject and area in the field of computer science. Computer Graphics can be used in UI design, rendering, geometric objects, animation, and many more. In most areas, computer graphics is an abbreviation of CG.
There are several tools used for the implementation of Computer Graphics. The basic is the <graphics.h> header file in Turbo-C, Unity for advanced and even OpenGL can be used for its Implementation.
The term ‘Computer Graphics’ was coined by Verne Hudson and William Fetter from Boeing who were pioneers in the field.
Computer Graphics refers to several things:
The manipulation and the representation of the image or the data in a graphical manner.
Various technologies are required for the creation and manipulation.
Digitalsynthesis and its manipulation.
Computer graphics and desktop publishing are essential in modern communication, allowing for the creation of visually appealing and informative content.
This course provides an introduction to the fundamentals and applications of computer graphics and desktop publishing in various fields.
Pixel: In digital imaging, a pixel (abbreviated pix), pel, or a picture element is the smallest addressable element in a raster image.
Types of Computer Graphics
Raster Graphics: Uses pixels to draw images. Also known as bitmap images. A bitmap indicates a large number of pixels together.
Vector Graphics: Uses mathematical formulae to draw shapes, lines, and objects.
Applications
1. Computer Aided Design: For engineering and architectural systems – e.g., electrical, mechanical components.
2. Computer Art: Like MS Paint for drawing and painting.
3. Presentation Graphics: Summarize data visually (bar chart, line chart).
4. Entertainment: Movies, music videos, television, gaming.
5. Education and Training: Understanding complex systems (e.g., pilot or captain training).
6. Visualization: To study patterns (e.g., analyzing satellite photos).
7. Image Processing: Enhancing or editing images.
8. Machine Drawing: Creating precise machine part drawings.
9. Graphical User Interface (GUI): Icons, menus, and interaction elements.
MODULE TWO
Definition and Importance of Computer Graphics
Computer graphics refers to the creation, manipulation, and representation of visual images using computers.
It includes techniques and tools for generating and displaying 2D and 3D images, animation, and virtual reality.
Importance:
Enhances communication and understanding by presenting information visually.
Used in entertainment, education, design, simulation, scientific visualization.
History and Evolution
Began with experiments in graphical displays.
Xerox PARC developed the first GUI in the 1970s.
1980s: Emergence of 3D graphics and rendering.
Continuous advancements in hardware, software, algorithms enable immersive experiences.
Components of Computer Graphics
Hardware: Monitors, projectors, GPUs, input (mouse, keyboard, stylus), output (printers, plotters).
Software
Graphics software (image creation/editing)
Rendering software (realistic image generation)
Animation software (animated sequences)
Basic Principles of Computer Graphics
1. Rasterization: Converting geometric shapes into pixels.
E.g., a circle is approximated using colored pixels along its edge.
2. Rendering: Simulates light and shadow to make 3D models appear realistic.
E.g., game scenes with dynamic lighting.
3. Modeling: Creating 3D models using mathematical representations.
E.g., designing mechanical parts in CAD.
4. Animation: Creating motion by displaying image sequences.
E.g., Pixar movies use many still frames to show movement.
5. Shading and Texturing: Adding color and surface detail to 3D objects.
E.g., realistic textures for rocks or wood.
6. Camera and Projection: Virtual camera to simulate different views.
E.g., perspective view in VR applications.
7. Antialiasing: Reduces jagged edges in curved or diagonal lines.
E.g., smooth lines in digital images.
MODULE THREE
Basic Mathematical Background in Computer Graphics
1. Coordinate Systems:
Represent points/shapes in 2D or 3D space.
Types:
Cartesian (x, y, z)
Polar (radius, angle)
Homogeneous (includes transformations)
E.g., player position in 3D games uses (x, y, z).
2. Vector and Matrix Operations:
Used for geometric transformations.
Vector operations: addition, subtraction, dot/cross product.
Matrix operations: addition, multiplication, inverse, transpose.
E.g., vertices in a scene transformed via matrices.
3. Transformations:
Translation: Moving objects.
Rotation: Changing object orientation.
Scaling: Changing object size.
E.g., image editing (resize, rotate, move).
4. Projections:
Orthographic: No depth, parallel lines stay parallel.
Perspective: Simulates depth – distant objects appear smaller.
E.g., CAD uses orthographic; visualization uses perspective.
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