Yura Hwang
Pupul Pradhan
Mary Evans
This course teaches the fundamental computational techniques in computer graphics. It is a project-based course in which students learn about and implement various methods in modeling, animation, and rendering techniques. The course covers a range of topics in computer graphics, instead of providing a deep and highly detailed analysis of a particular topic. For a more comprehensive overview of individual topics, please refer to the Other computer graphics courses at the University of Utah.
The canvas page for the course will be primarily used for quizzes , project submissions , announcements , and online discussions (piazza) .
Course Objectives
The main objective of this course is to introduce students the fundamental concepts in computer graphics via hands-on coding experience, including a range of computer graphics techniques and algorithms covering 2D graphics, 3D graphics, and computer animation. This course focuses on key algorithmic techniques and mathematical foundations, not on specific tools. More specifically, the course covers the necessary math background, raster image formats, affine transformations, rendering algorithms, data structures for 2D and 3D curves, surfaces, and volumes, textures and texture mapping, shading and reflection models, animation and physics-based simulation.
Learning Outcomes
Steve Marschner & Peter Shirley, Fundamentals of Computer Graphics, 4th edition.
This textbook is not required, but strongly recommended, as it will serve as the main source of information for most topics covered in this course. The lectures will follow the book, but will not present all information in the book. The students are expected to read the related chapters of the book after each lecture.
This course will use the flipped classroom model. All lectures of this course will be presented as pre-recorded online videos. The classroom meetings will be reserved for discussions on the topics presented in the related lecture videos. Students are expected to watch the related lecture video before class time. See the following schedule for details.
Schedule (subject to change)
Week | Date | Topic | Textbook | Notes |
---|---|---|---|---|
1 | Aug 24 | Chapter 1 | ||
Aug 26 | Chapter 2 | |||
2 | Aug 31 | Chapter 3 | ||
Sep 2 | Chapter 3 | |||
3 | Sep 7 | Chapter 6 | deadline - Compositing Images | |
Sep 9 | Chapter 7 | |||
4 | Sep 14 | Chapter 17 | deadline - Transformations | |
Sep 16 | Chapter 17 | See , an example WebGL application. | ||
5 | Sep 21 | Chapter 15 | ||
Sep 23 | Chapter 15 | |||
6 | Sep 28 | Chapter 12 | deadline - Curves | |
Sep 30 | Chapter 12 | |||
7 | Oct 5 | Q&A | — | |
Oct 7 | — | Exam time: 3:40 � 5:00 pm (same as class time) | ||
8 | Oct 12 | — | ||
Oct 14 | — | |||
9 | Oct 19 | Chapter 11 | ||
Oct 21 | Chapter 11 | |||
10 | Oct 26 | Chapter 10 | deadline - Triangular Meshes | |
Oct 28 | Chapter 10 | |||
11 | Nov 2 | Chapter 24 | ||
Nov 4 | Chapter 4 | |||
12 | Nov 9 | Chapter 4 | deadline - Shading | |
Nov 11 | Chapter 4 | |||
13 | Nov 16 | Chapter 14 | ||
Nov 18 | Chapter 9 | |||
14 | Nov 23 | Chapter 16 | deadline - Ray Tracing | |
Nov 25 | — | |||
15 | Nov 30 | Chapter 16 | ||
Dec 2 | Chapter 16 | |||
16 | Dec 7 | Q&A | — | deadline - Animation |
Dec 9 | — | |||
Dec 16 | — | Exam time: 3:30 � 5:30 pm (different than class time) |
We will use JavaScript and WebGL for implementing the projects.
All projects are individual projects. Group projects are not permitted. Therefore, each student must write their own code. Collaboration between students is encouraged, but code sharing is not permitted. External libraries and source code can be used only for additional functionalities that are not core parts of the projects, and they should be clearly indicated in comments within the source code.
Failure to follow these rules may lead to a failing grade. Academic misconduct will not be tolerated. See the Academic Misconduct Policy of the School of Computing for details.
Deadlines and Late Submissions: The deadline for each project is at noon (12:01 PM) on the date indicated on the schedule (see above). Late submissions suffer a 5% penalty and an additional 5% penalty is applied every day at noon (12:01 PM). To accommodate for special circumstances, the first 10 late penalties of each student will be omitted.
Resubmissions: Students can submit the same project multiple times (i.e. resubmissions ). The first submission must be before the project deadline and must present a clear attempt to complete the project; otherwise, late penalties apply (please see above). Subsequent resubmissions can be used for fixing bugs or incorrectly implemented parts of the projects. No late penalty is applied to resubmissions. Only the first submission date/time is used for evaluating late penalties, provided that it shows a clear attempt. Project submissions (and resubmissions) close 20 days after the project deadline, except for the final project ( Project 7 - Animation ). Final project submissions (and resubmissions) close on the day of the final exam at noon.
Project submissions are handled through canvas .
Quizzes and Exams
Online quizzes will be administered on canvas. Each quiz will be about the topic covered in the corresponding lecture or lectures. Top 20 quiz scores of each student will be used for grading.
There will be a midterm exam and a final exam. See the schedule above for the dates and times. Depending on public health related concerns, the midterm exam and/or the final exam might be canceled. If an exam is canceled, the grading scheme (see below) will be adjusted accordingly by increasing the percentages of the other components.
Students who cannot attend an exam due to health issues or similar emergencies must contact the instructor prior to the exam. In cases approved by the instructor, a make-up exam can be administered or the missed exam score can be assigned using the exam score of the other exam or the total project scores. This decision will be made by the instructor on a case-by-case basis.
Projects 1-2 | 5 points |
---|---|
Projects 3-7 | 10 points |
Quizzes | 10 points |
Midterm Exam | 10 points |
Final Exam | 20 points |
TOTAL |
University Policies
1. The Americans with Disabilities Act. The University of Utah seeks to provide equal access to its programs, services, and activities for people with disabilities. If you will need accommodations in this class, reasonable prior notice needs to be given to the Center for Disability Services, 162 Olpin Union Building, (801) 581-5020. CDS will work with you and the instructor to make arrangements for accommodations. All written information in this course can be made available in an alternative format with prior notification to the Center for Disability Services.
2. University Safety Statement. The University of Utah values the safety of all campus community members. To report suspicious activity or to request a courtesy escort, call campus police at 801-585-COPS (801-585-2677). You will receive important emergency alerts and safety messages regarding campus safety via text message. For more information regarding safety and to view available training resources, including helpful videos, visit safeu.utah.edu .
3. Addressing Sexual Misconduct. Title IX makes it clear that violence and harassment based on sex and gender (which Includes sexual orientation and gender identity/expression) is a civil rights offense subject to the same kinds of accountability and the same kinds of support applied to offenses against other protected categories such as race, national origin, color, religion, age, status as a person with a disability, veteran�s status or genetic information. If you or someone you know has been harassed or assaulted, you are encouraged to report it to the Title IX Coordinator in the Office of Equal Opportunity and Affirmative Action, 135 Park Building, 801-581-8365, or the Office of the Dean of Students, 270 Union Building, 801-581-7066. For support and confidential consultation, contact the Center for Student Wellness, 426 SSB, 801-581-7776. To report to the police, contact the Department of Public Safety, 801-585-2677(COPS).
4. COVID-19 Fall 2021 Statement University leadership has urged all faculty, students, and staff to model the vaccination, testing, and masking behaviors we want to see in our campus community.
Safe Classroom Environment
In this class, derogatory comments based on race, ethnicity, class, gender identity, sexual orientation, religion, (dis)ability status, age, citizenship, or nationality will not be tolerated, nor is it permissible to state one's opinion in a manner that silences the voices of others. Further, egregious disrespect, including, but not limited to, racism, sexism, ageism, homophobia, transphobia, classism, etc. will not be tolerated.
This page contains lecture slides and recommended readings for the Winter 2022 offering of CS248.
by Chris Woodford . Last updated: July 12, 2022.
Photo: Computer graphics allows us to "visualize" (imagine, mathematically) all sorts of things we can't (or won't ever) see. This image explores how the extreme gravity of two orbiting black holes distorts the light around them. Graphics by Jeremy Schnittman and Brian P. Powell, courtesy of NASA Goddard Space Flight Center .
Photo: Oil paints like these can produce magical results in the right hands—but only in the right hands. Thankfully, those of us without the talent and skill to use them can still produce decent everyday art with computer graphics.
Photo: Raster graphics: This is a closeup of the paintbrushes in the photo of the artist's paint palette up above. At this magnification, you can clearly see the individual colored pixels (squares) from which the image is built, like bricks in a wall.
Photo: How a raster graphics program mirrors an image. Top: The pixels in the original image are represented by zeros and ones, with black pixels represented here by 1 and white ones represented by zero. That means the top image can be stored in the computer's memory as the binary number 100111. That's an example of a very small bitmap. Bottom: Now if you ask the computer to mirror the image, it simply reverses the order of the bits in the bitmap, left to right, giving the binary number 111001, which automatically reverses the original pattern of pixels. Other transformations of the picture, such as rotation and scaling, involve swapping the bits in more complex ways.
Photo: How anti-aliasing works. Pixelated images, like the word "pixelated" shown here, are made up of individual squares or dots, which are really easy for raster graphics displays (such as LCD computer screens) to draw. I copied this image directly from the italic word "pixelated" in the text up above. If you've not altered your screen colors, the original tiny text probably looks black and very smooth to your eyes. But in this magnified image, you'll see the letters are actually very jagged and made up of many colors. If you move back from your screen, or squint at the magnified word, you'll see the pixels and colors disappear back into a smooth black-and-white image. This is an example of anti-aliasing, a technique used to make pixelated words and other shapes smoother and easier for our eyes to process.
Photo: Vector graphics: Drawing with Bézier curves ("paths") in the GIMP. You simply plot two points and then bend the line running between them however you want to create any curve you like.
Photo: NASA scientists think computer graphics will one day be so good that computer screens will replace the cockpit windows in airplanes . Instead of looking at a real view, the pilots will be shown a computerized image drawn from sensors that work at day or night in all weather conditions. For now, that remains a science fiction dream, because even well-drawn "3D" computer images like this are easy to tell from photographs of real-world scenes: they simply don't contain enough information to fool our amazingly fantastic eyes and brains. Photo courtesy of NASA Glenn .
Photo: Computer graphics can save lives. Medical scan images are often complex computerized images built up from hundreds or thousands of detailed measurements of the human body or (as shown here) brain. Image by Govind Bhagavatheeshwaran and Daniel Reich courtesy of National Institutes of Health .
Photo: Designing a plane? CAD makes it quicker and easier to transfer what's in your mind's eye into reality. Graphics by Ethan Baumann courtesy of NASA .
Graphics: CAD drawing of a hyper-X plane courtesy of NASA Langley Research Center (NASA-LaRC).
Using cad in architecture.
Photo: Architectural models are traditionally made from paper or cardboard, but they're laborious and expensive to make, fragile and difficult to transport, and virtually impossible to modify. Computer models don't suffer from any of these drawbacks. Photo by Warren Gretz courtesy of US DOE/NREL .
The beginnings.
Photo: A NASA scientist draws a graphic image on an IBM 2250 computer screen with a light pen. This was state-of-the-art technology in the 1970s! Photo by courtesy of NASA Ames Research Center (NASA-ARC) .
Photo: Computer graphics, early 1980s style! Arcade games like Space Invaders were how most 40- and 50-something computer geeks first experienced computer graphics. At that time, even good computer screens could display only about 64,000 pixels—hence the relatively crudely drawn, pixelated graphics.
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Text copyright © Chris Woodford 2010, 2022. All rights reserved. Full copyright notice and terms of use .
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Dive headfirst into the vibrant universe of digital creativity with our handpicked selection of CG Mini Project Topics. Calling all tech enthusiasts and digital trailblazers! Are you psyched to venture into the captivating realm of Computer Graphics mini projects?
Get ready for an exhilarating ride as we navigate through a carefully curated collection of topics, promising to unveil the enchantment of digital creativity.
Whether you’re a coding whiz or a graphic design maven, these mini project ideas are tailor-made to not only fuel your imagination but also elevate your mastery in the dynamic world of Computer Graphics. So, gear up for an exciting journey where innovation, coding magic, and the artistry of Computer Graphics take center stage! Ready, set, explore!
Table of Contents
Have a close look at CG mini project topics:-
These topics span a wide range of interests and technologies, providing ample opportunities for exploration and learning in computer graphics.
: |
So, you’re standing at the crossroads of CG mini project choices, and trust me, it’s a thrilling journey waiting to unfold. Think of it as a quest through a wonderland of coding possibilities. Here’s your map to make this adventure not just exciting but downright legendary.
Imagine this: your project as a canvas, and you holding the brush. Choose a topic that makes your coding heart do a happy dance. Whether it’s games, art, or simulations – go where the excitement takes you.
Want a project that flexes your coding muscles? Heck yes! Choose something that nudges you out of your coding comfort zone. A little challenge keeps things spicy in this coding journey.
Let’s talk impact. Go for projects with real-world vibes. How can your coding skills make a difference? It’s not just about lines of code; it’s about creating something that matters.
Consider the size of your project. Beginners, start with bite-sized awesomeness. Seasoned coders, feel free to go big. But always keep the fun meter high – that’s non-negotiable.
Is there a cool community cheering for your chosen topic? Any resources to guide you when coding gets a bit wild? Online pals, tutorials, and open-source projects – gather your coding squad.
Think future-you. What skills do you want to flaunt in the coding future? Pick a project that sets you up for that next-level awesomeness. It’s not just a project; it’s a step towards coding stardom.
Innovation alert! While your project doesn’t need a cape, a touch of uniqueness won’t hurt. Dare to think differently. It’s not just coding; it’s about bringing your coding swagger to the table.
Let’s talk reality. How feasible is your coding escapade? Make sure it’s a challenge, not a coding Mount Everest . Find that sweet spot where coding dreams meet reality.
Embrace the feedback game. Seek projects that invite opinions – from mentors, peers, or the wise coding owl in your online community. It’s not just coding; it’s evolving with every keystroke.
Passion, my friend, is the secret sauce. Your project should be a love affair with your keyboard. When the code gets tough, your passion will be your coding superhero cape.
So, my coding compadre, this is your time. Pick a project that sparks joy, fires up your coding spirit, and get ready for a coding saga of epic proportions!
And there you have it, the grand finale of our CG mini project rollercoaster! Let’s spill the beans – coding is not just a robotic dance with syntax; it’s your ticket to a digital wonderland where pixels transform into pure magic.
Whether you’re a code greenhorn or a seasoned wizard, these mini projects aren’t just about writing lines of code; they’re an open invitation to infuse your coding journey with creativity and pizzazz. Picture this: from curating your virtual art gallery to plunging into the realms of augmented reality, each project is like a backstage pass to unleash your coding rockstar.
We’re not just talking code here; we’re composing a digital symphony, sculpting virtual landscapes, and turning data into a visual ballet. Learning to code isn’t the endgame; it’s the launchpad for a thrilling adventure where you build, create, and transform your passion into a digital odyssey.
So, find that project that sparks your coding mojo, kick off this epic coding escapade, and let your creativity run wild. The universe of CG mini projects is your playground—grab your keyboard, throw in some imagination, and let the coding fiesta kick off. Your digital journey is about to get lit!
Can i attempt an advanced cg mini project as a beginner.
Absolutely! The key is to start with simpler projects, gradually building your skills and confidence before tackling more complex challenges.
Absolutely! Completing CG mini projects showcases your practical skills and can significantly enhance your portfolio for both job applications and academic pursuits.
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Representing an n-dimensional object into an n-1 dimension is known as projection. It is process of converting a 3D object into 2D object, we represent a 3D object on a 2D plane {(x,y,z)->(x,y)}. It is also defined as mapping or transforming of the object in projection plane or view plane. When geometric objects are formed by the intersection of lines with a plane, the plane is called the projection plane and the lines are called projections.
Types of Projections:
It is an arbitrary point from where the lines are drawn on each point of an object.
A parallel projection is formed by extending parallel lines from each vertex of object until they intersect plane of screen. Parallel projection transforms object to the view plane along parallel lines. A projection is said to be parallel, if center of projection is at an infinite distance from the projected plane. A parallel projection preserves relative proportion of objects, accurate views of the various sides of an object are obtained with a parallel projection. The projection lines are parallel to each other and extended from the object and intersect the view plane. It preserves relative propositions of objects, and it is used in drafting to produce scale drawings of 3D objects. This is not a realistic representation, the point of intersection is the projection of the vertex.
Parallel projection is divided into two parts and these two parts sub divided into many.
In orthographic projection the direction of projection is normal to the projection of the plane. In orthographic lines are parallel to each other making an angle 90 with view plane. Orthographic parallel projections are done by projecting points along parallel lines that are perpendicular to the projection line. Orthographic projections are most often used to procedure the front, side, and top views of an object are called evaluations. Engineering and architectural drawings commonly employ these orthographic projections. Transformation equations for an orthographic parallel projection as straight forward. Some special orthographic parallel projections involve plan view, side elevations. We can also perform orthographic projections that display more than one phase of an object, such views are called monometric orthographic projections.
Oblique projections are obtained by projectors along parallel lines that are not perpendicular to the projection plane. An oblique projection shows the front and top surfaces that include the three dimensions of height, width and depth. The front or principal surface of an object is parallel to the plane of projection. Effective in pictorial representation.
Cavalier Projections:
All lines perpendicular to the projection plane are projected with no change in length. If the projected line making an angle 45 degrees with the projected plane, as a result the line of the object length will not change.
All lines perpendicular to the projection plane are projected to one half of their length. These gives a realistic appearance of object. It makes 63.4 degrees angle with the projection plane. Here lines perpendicular to the viewing surface are projected at half their actual length.
Two characteristic of perspective are vanishing point and perspective force shortening. Due to fore shortening objects and lengths appear smaller from the center of projections. The projections are not parallel and we specify a center of projection cop.
Different types of perspective projections:
The size of the perspective projection of the object varies inversely with distance of the object from the center of projection.
Similar reads.
INTRODUCTION TO COMPUTER GRAPHICS
Apr 01, 2019
1k likes | 2.12k Views
INTRODUCTION TO COMPUTER GRAPHICS. What is computer graphics?. Computer graphics refers to the creation , storage and manipulation of pictures and drawings using digital computers Used in diverse fields to represent data .
What is computer graphics? • Computer graphics refers to the creation, storage and manipulation of pictures and drawings using digital computers • Used in diverse fields to represent data . • Scientific researches, engineering applications, medicine, business, industry, government, art, entertainment, advertising, education and other fields make use of computer graphics. • It enhances the communication between computers and users.
Application of Computer Graphics • Designing • Engineering and architectural systems use graphics for designing consumer products and many other applications . CAD(computer aided design) is used frequently in designing buildings, cities, aircraft, spacecraft, defence mechanism and so on. • Graphics make computer applications much more interactive, active and dynamic . It opens unlimited experimenting options for the designer .
Image processing • Animation • Morphing • Simulation • E-learning • Graphic design • 2D and 3D image processing and visualization Example of graphic design of a car 3D picture Animation
Film Industry • Used largely in film industries and multimedia application. • Leaders of artistry and quality
Game Industry • The newest driving force in CG • Focus on interactivity • Cost effective solutions • Avoiding commutating and other tricks • Games drive the baseline • Medical Imaging and Scientific Visualization • Tools for teaching and diagnosis • New data representations and modalities • Drive issues of precision and correctness • Focus on presentation and interpretation of data • Construction of models from acquired data
Basic terms related to display devices: • Pixel: A pixel is defined as the smallest size object or colour spot that can be displayed and addressed on a monitor. Pixels are normally arranged in a regular 2-dimensional grid, and are often represented using dots or squares. • Resolution: They are two types • 1) Image Resolution: It refers to pixel spacing. In normal PC monitor it ranges between 25 to 80 pixels per inch. • 2) Screen Resolution: It is the number of distinct pixels in each dimension that can be displayed. • Dot: The internal surface of the coated monitor screen is arranged into millions of tint cells(red, green, blue) called Dots.
Dot pitch: It is the distance between any two dots of the same colour. It is the measure of screen resolution. Smaller the dot pitch, higher will be the resolution, sharpness and detailed. • Note: If the image resolution is more compared to the inherent resolution, then the displayed image quality gets reduced. • Aspect ratio: It is the ratio of the number of X pixels to the Y pixels. The standard aspect ratio for PCs is 4:3 and 5:4. • Note: 5:4 aspect ratio distorts the image a bit.
Table 1: Common resolution, respective number of pixels and standard aspect ratios.
Bit Planes, Colour Depth and Colour Palette NOTE: • The appearance and colour of a pixel of an image is result of interaction of three primary colour. • When the intensity of all the 3 electron beam is high it results in a white pixel. • When the intensity of all the 3 electron beam is low it results in a black pixel. • When the intensity of all the 3 electron beam is in any other combination it results in a intermediate coloured pixel.
Colour Depth: The number of memory bits required to store colour information(intensity value for all three primary colour component) about a pixel is called colour depth or bit depth. Corresponding to the intensity value 0 or 1,pixel can be black or white. • Bit plane or bitmap: The block of memory which stores bi-level intensity values for each pixel of a full screen pure black and white image is called a bit map or bit plane. • NOTE: • Colour or grey levels can be achieved using additional bit planes. Hence n-bits per pixel means colour depth=n and it is a collection of n bit planes allowing 2^n colours at every pixel.
Figure: For colour depth=n, n number of bit planes are used, each bit plane contribute to the gray shade of pixel.
Note: The more the number of bits used per pixel, the finer the colour detail of the image. However more memory is used for storage. Table: Common colour depths used in PCs
True colour: ForTrue Colour three bytes of information is used- Red, Greenand Blue . A byte can hold 256 different values and so 256 voltage settings are possible for each electron. Hence each primary colour has 256 intensities. 16 million colour possibilities. True colour is necessary for doing high quality photo-editing, graphical design etc. Primary Colours
Figure: For Bit depth = 24 (true colour display) , 8 bit planes used for storing each primary colour component ;of the colour value of a pixel
High Colour: For High Colour two bytes of information are used to store the intensity values for all three colours. This is done by dividing 16 bits into 5 bits for blue 5 bits for red and 6 bits for green. Hence it has reduced colour precision and loss of visible picture quality. It is sometimes preferred as it uses 33% less memory than in true colour. 256-Colour Mode: In 265-colour mode the PC uses only 8 bits. It may use 2 bits for blue, 3 bits for green and red. There is chances that most of the colours of a picture are not present. In such cases we use a palette or look-up table.
Palette or Look-up table: A palette or look-up table is a separate memory block created containing 256 different colours. The intensity values stored therein are not constrained within the range of 0-3 for blue and 0-7 for red and green. The intensity value finally results in having intensity 0- 256 each. It is an excellent compromise at the cost of moderate increase in memory. It can be reloaded any time with different colour combination.
Frame Buffer : The frame buffer is the video memory that is used to hold or map the image displayed on the screen. The amount of memory required to hold the image depend primarily on the resolution of the screen image and the colour depth. The formula to calculate how much video memory is required at a given resolution and bit depth is given below. Memory in MB = (X-resolution*Y-resolution*Bit per pixel)/(8*1024*1024)
Display Devices: The most prominent part of a computer is the display system that is responsible for graphic display. Some of the common types are given below: Raster Scan Display Random Scan Display Direct View storage tube. Flat Panel Displays Three Dimensional Viewing Devices Stereoscopic and Virtual Reality System Fig : CRT used in TVs
Raster Scan Display and Random Scan Display: Basically there are two types of CRT’s- Raster Scan type and Random Scan type. The main difference between the two is the technique with which the image is generated on the phosphor coated CRT screen. In Raster scan type the electron beam sweeps the entire screen from left to right, top to bottom, in the same fashion as we write on a notebook, word by word. In Random Scan type the electronic beam is directed straightway to the particular point(s) on the screen where the image has to be produced. This technique is also called vector drawing or stroke writing or calligraphic display.
Figure: Drawing a triangle on a Raster Scan Display
Figure :Drawing a triangle using Random Scan Display
Though the vector drawn images lack in depth and real- like colour precision, the random display can work at higher resolution than raster displays. The images are sharper and have smooth edges unlike the jagged lines and edges in raster type. Direct View Storage Tube : It is rarely used now-a-days as part of display system. In DVST there is no refresh buffer; the images are created by drawing vectors or line segment with relatively slow moving electron beam.
It is one of the display devices in which an electron flood gun and writing gun is present. The flood gun floods electrons to a wire grid on which already the writing gun has written some image. The electrons from the flood gun will be repelled back by the negatively charged wire grid which has been charged so by the writing electron beam. The part of the wire grid which has not been charged -ve will allow the electrons to pass through and the electrons will collide on the screen and produce the image.Advantages- 1)Refreshing CRT is not required.2)Complex picture can be displayed in high resolution without flicker3)It has flat screen
Flat Panel Display: It refers to a class of video devices that have a:- reduced volume, smaller,thinner, reduced weight and reduced power requirements compared to a standard CRT In existence since 1964’s,Flat panel displays are much thinner and flatter than traditional TVs Examples are LCD, Plasma display panel, LED panel and thin CRT. • Current usage: • Small and big TV monitors • Pocket video games • Laptop computers • Advertisement boards in elevators and showrooms. • Portable monitors.
Thin/Slim CRT: To produce a thin CRT, the normal CRT is reduced by bending it in the middle. The deflection apparatus is modified so that electron beams can be bend through 90 degrees to focus on the screen and at the same time can be steered up and down and across the screen. Fig: Thin CRT from Candescent Technologies
LCD(LIQUID CRISTAL DISPLAY) LCD consists of a layer of liquid crystal, sandwiched between two polarized plates. The polarizers are aligned perpendicular to each other, so that light incident on the first polarizer will be blocked by the second. The LCD displays are addressed in a matrix fashion. Rows and Columns are defined by a thin layer of vertical transparent conductors. The intersection of the two conductors defines a pixel position.
Figure: There are two thin films of polarizer glued on both sides of the glass. The purpose of the polarizer is to allow the right amount of backlight to pass through it in order to have a proper display.
The liquid crystal material is made up of long rod shaped crystalline molecules containing cynobiphenyl units. • The individual polar molecules in a nematic LC layer are normally arranged in a spiral fashion. • Light from an internal source enters the first polarizer(say horizontal) and is polarized accordingly. As the light passes through the LC layer it is twisted 90 degrees. • NOTE: The light entering through the front polarizer is not allowed to pass through the rear polarizer due to mismatch of polarization direction. The result is ZERO reflection of light and hence the LCD appears black. • In a color LCD there are layers of 3 liquid crystal panels one on top of other. Each one is filled with a color- Red, Green or Blue liquid crystal.
Fig: Layer of LCD panel
Advantage of 3 layers: It helps create as many as screen pixels as intersections. It has high resolution panels. Each pixel comprises 3 color cells or sub pixel elements. Comparison between LCD and CRT: The image painting operation in LCD panel is different from CRT. Both are of Raster scan type. FIG: LCD and CRT
Plasma Panel : Here a layer of gas usually neon is sandwiched between two glass plates. Thin vertical strips of conductor run across one plate, while horizontal conductors run up and down the other plate. By applying high voltage to a pair of horizontal and vertical conductors, a pair of horizontal and vertical conductors, a small section of gas at the intersection of the conductors breaks down into glowing plasma of electrons and ions. In the array of gas bulbs, each one can be set to an ‘on’ state or ‘off ‘state by adjusting the voltage of the pair of conductor.
Advantage: 1) Excellent brightness. 2)High contrast 3)Huge scalability Limitation: 1) Very costly. Fig: Layers of Plasma Panel
READYMADE IMAGE SCANNER: A graphic device which directly copies images from a paper or photograph and converts it into the digital format for display, storage and graphic manipulation is called a scanner. Types of scanner: Drum scanner : They are the high-end scanners. 2. Sheetfed scanner: They are ordinary type scanner. 3. Flatbed scanner: It strikes a balance between the above two in quality as well as price. 4. Handheld scanner / bar code readers: They are used for scanning documents in strips of about 4 inches wide by holding the scanner in one hand and sliding it over the documents.
Fig: Sheetfed scanner Fig: Drum Scanner Fig: Barcode Reader Fig : Flatbed Scanner
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Introduction to Computer Graphics. Chapter 6 – 2D Viewing Pt 2. CLIPPING OPERATIONS. Procedures that identifies those portions of a picture that are either inside or outside a specified region of a space is referred to as clipping algorithm or clipping
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Introduction to Computer Graphics. Computer Graphics?. Image Analysis (pattern recognition, Computer Vision). Mathematical Model. Image. Computer Graphic. Modeling. Image processing. What is Computer Graphics? (1/2). Definition Producing pictures or images using a computer Example.
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Introduction to Computer Graphics. Mohan Sridharan Based on Slides by Edward Angel and Dave Shreiner. Overview. Slides based on book by Edward Angel and Dave Shreiner: Interactive Computer Graphics, A Top-down Approach with Shader-Based OpenGL (Sixth Edition) , Addison-Wesley, 2011.
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Introduction to Computer Graphics. Chapter 3 Digital Multimedia, 2nd edition. 64. How to get images in digital form?. Digitize printed image with a scanner Capture image from digital camera Any other ways?. How to get images in digital form?. Grab frame from video camera
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Introduction to Computer Graphics. GMR lab. What is computer garphics?. The generation of graphical output using a computer Computer graphics & Image processing -. Computer graphics
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Introduction to Computer Graphics. Dr.Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Department Frederick University. Text Book.
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Computer Graphics Introduction. Graphics: All aspects of the production of pictures (images) using a computer. Application areas: Display of Information Design Simulation User Interfaces. Basic Graphics System: Processor Memory Frame buffer Output device Input device.
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Introduction to Computer Graphics. What is Computer Graphics?. A computer is a device capable of storing data in a format suited to the computer, which is then processed by mathematical manipulation and correlation of data.
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Introduction to Computer Graphics. Kurt Akeley CS248 Lecture 1 25 September 2007 http://graphics.stanford.edu/courses/cs248-07/. Instructor information. Education and employment BEE University of Delaware, 1976-1980 MSEE Stanford, 1980-1982 SGI co-founder, chief engineer , CTO, 1982–2000
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Introduction to Computer Graphics. Chapter 6 – 2D Viewing Pt 3. Nicholl-Lee-Nicholl Line Clipping (NLN). Creating more regions around the clip window to avoid multiple clipping of an individual line segment.
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Introduction to Computer Graphics. Presented by Dr.SACHI NANDAN MOHANTY , Professor DEPARTMENT OF COMPUTERSCIENCE AND ENGINEERING VISAKHA INSTITUTE OF ENGINEERING & TECHNOLOGY. What’s this course all about?. We will cover… Graphics programming and algorithms Graphics data structures
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Introduction to Computer Graphics. Compiled By : Mr.Faraz Khan. Introduction :. What is Computer Graphics ? Imaging = Representing 2D Images . Modeling = Representing 3D Images . Rendering = Constructing 2D Images from 3D Models. Animation = Simulating changes over time.
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Presentation topics related to Computer graphics. 1. PRINCIPLE OF TEACHING DRAFT GEOMETRY AND COMPUTER GRAPHICS. 2. Physical validation of simulators in Computer Graphics: A new framework dedicated to slender elastic structures and frictional contact. 3.
81+ Computer Graphics Mini Project Topics [Updated] General / By admin / 15th June 2024. Welcome, students, to the fascinating world of computer graphics! As you journey through your studies, you'll soon realize the importance of hands-on experience in this dynamic field. Mini projects offer an excellent opportunity to apply what you've ...
Presentation graphics programs are mainly concerned with the display of graphs and charts but now allow users to attach anything from text to animations. When Compared to other programs like Excel, PowerPoint follows a slideshow format. ... Computer Graphics is an important topic in the Computer Science domain. It is a type of coding practice ...
Below is the list of Best Computer Science Presentation Topics. Artificial intelligence. Advanced Research Projects Agency Network (ARPANET) AI & critical systems. Quantum Computing. Arithmetic logic unit (ALU) Accelerated Graphics Port (often shortened to AGP) ATX (Advanced Technology eXtended) Sixth Sense Technology: Concept VS.
Step-1: Understaind the basics. Learn the fundamental and basics of computer graphics such as rendering, shading, animation, and modeling. Learn basic concepts of mathematics like linear algebra, geometry, and calculus as well as basic principles of physics that support computer graphics. Step-2: Choose Your Area of Interest.
Graphics Pipeline and Rasterization (PDF - 2.4MB) 22. Graphics Pipeline and Rasterization II (PDF - 2.2MB) 23. Real-time Shadows (PDF - 2.8MB) 24. Graphics Hardware and Computer Games (Lecture notes not available) This section provides the schedule of lecture topics along with lecture notes where available.
STATE UNIVERSITY OF NEW YORK. Department of Computer Science Center for Visual Computing. Computer Graphics and Visualization: Introduction and Overview. Hong Qin Center for Visual Computing (CVC) Stony Brook University (SUNY Stony Brook) Hong Qin Center for Visual Computing (CVC) Stony Brook University (SUNY Stony Brook) CSE528 STzNY BRzzK.
About the Book. Introduction to Computer Graphics is a free, on-line textbook covering the fundamentals of computer graphics and computer graphics programming. This book is meant for use as a textbook in a one-semester course that would typically be taken by undergraduate computer science majors in their third or fourth year of college.
CS 4600 - Fall 2021 Introduction to Computer Graphics. This course teaches the fundamental computational techniques in computer graphics. It is a project-based course in which students learn about and implement various methods in modeling, animation, and rendering techniques. The course covers a range of topics in computer graphics, instead of ...
INTERACTIVE COMPUTER GRAPHICS. This page contains lecture slides and recommended readings for the Winter 2022 offering of CS248. Lecture 1: Course Introduction + Intro to Drawing (Breadth of graphics applications, simple drawing of lines) Lecture 2: Drawing a Triangle + Sampling Basics
Shading refers to the process of altering the color of an object/surface/polygon in the 3D scene In physically-based rendering, shading tries to approximate the local behavior of lights on the object's surface, based on things like. Surface orientation (normal) N. Lighting direction vL (and Өi) Viewing direction vE (and Өo) Material properties.
Pictorial synthesis of real and/or imaginary objects from their computer-based models (or datasets) Fundamental, core elements of computer graphics. Modeling: representation choices, geometric processing. Rendering: geometric transformation, visibility, simulation of light. Interaction: input/output devices, tools.
Computer graphics is the part of computer science that studies methods for manipulating visual content although computer graphics deals with 3D graphics, 2D graphics, and image processing. It also deals with the creation, manipulation, and storage of different types of images and objects. There are some of the applications of computer graphics are described below.:
Vector graphics. There's an alternative method of computer graphics that gets around the problems of raster graphics. Instead of building up a picture out of pixels, you draw it a bit like a child would by using simple straight and curved lines called vectors or basic shapes (circles, curves, triangles, and so on) known as primitives.With raster graphics, you make a drawing of a house by ...
Smart Contract Deployment Tool. Cryptocurrency Exchange Platform. Decentralized File Storage System. Tokenization Platform. Blockchain-Based Supply Chain Management System. Crypto Wallet Application. ICO Crowdfunding Platform. Blockchain-Based Identity Verification System.
This is a list of computer graphics and descriptive geometry topics, by article name. 2D computer graphics. 2D geometric model. 3D computer graphics. 3D projection. Alpha compositing. Anisotropic filtering. Anti-aliasing. Axis-aligned bounding box.
Computer Graphics is an important topic in the Computer Science domain. It is a type of coding practice that will print the necessary output images. One should have a good imagination to master Computer Graphics. Computer Graphics mainly can be written in C programming language or C++ programming language. Using any one of the programming languages
Topics. Students are free to select (with my approval) any topic found in current graphics literature for their presentations. This may focus on a single algorithm, a comparison of algorithms, or an overview of a topic, language, or system. You should try to choose a good blend of formats and topics. The text (Advanced Animation and Rendering ...
Computer graphics refers to the creation , storage and manipulation of pictures and drawings using digital computers Used in diverse fields to represent data . Download Presentation. additional bit planes. bit planes. high resolution. cad computer. aspect ratio. tools. zandra.