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Datti
Introduction
Applications of Computer Graphics
Graphics System
Hardware
Software
Image Representation
Output Primitives
2D Transformations
2D Viewing
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Hardcopy
Dot Matrix Printers
Ink-Jet Printers
Laser Printers
3D Printers
Softcopy
Cathode Ray Tube (CRT)
Liquid Crystal Display (LCD)
Dot Matrix - uses a head with 7 to 24 pins to strike a ribbon
(single or multiple color)
Examples
Cathode Ray Tube (CRT)
Liquid Crystal Display (LCD)
Light Emitting Diode (LED) Display
* When electrons strike the phosphor coating on the tube, light is emitted.
* Light appears on the surface of the CRT when a sufficiently intense beam
of electrons is directed at the phosphor.
*The screen is coated
with phosphor, 3
colors for a color
monitor.
*For a color monitor,
three guns light up
red, green, or blue
phosphors.
* Liquid crystal displays use small flat chips which change their
transparency properties when a voltage is applied.
* LCDs elements do not emit light, but use backlights behind the
LCD matrix
*
* There are two primary types of input devices:
* Pointing devices and Keyboard devices.
* The pointing device allows the user to indicate a position on the
screen and almost always incorporates one or more buttons to
allow the user to send signals to the computer (mouse, joystick,
touch screen and spaceballs).
* Thekeyboard device is almost always a physical keyboard but
can be generalized to include any device that returns character
codes.
*Special Purpose
*Word, Excel etc.
*AutoCAD
*Animation and Simulation Packages e.g. Maya
*Visualization Packages e.g. GraphViz
*Painting Packages e.g. MSPaint
*General Purpose
*Programming API (Application Program Interface)
*OpenGL
*DirectX
*Java2D and Java3D
* Programmer sees the graphics system through an
interface: the Application Programmer Interface (API)
Application
* For more complex objects, there may be multiple ways of defining the
object from a set of vertices. A circle, for example, can be defined by
three points on its circumference, or by its centre and one point on the
circumference.
* Viewer/Camera :can be defined using four types of necessary
specifications:
* Focallength The focal length of the lens determines the size of the
image on the film plane or, equivalently, the portion of the world the
camera sees.
* Much of the work in the pipeline is in converting object
representations from one coordinate system to another
* World coordinates
* Camera coordinates
* Screen coordinates
* Every change of coordinates is equivalent to a matrix
transformation
* Just as a real camera cannot see the whole world, the
virtual camera can only see part of the world space
* Objects that are not within this volume are said to be
clipped out of the scene
*
* Must carry out the process that combines the 3D viewer
with the 3D objects to produce the 2D image
* If an object is visible in the image, the appropriate pixels
in the frame buffer must be assigned colors
* Vertices assembled into objects
* Effects of lights and materials must be determined
* Polygons filled with interior colors/shades
* Must have also determine which objects are in front (hidden
surface removal)
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