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Unit - IV Computer Graphics

The document discusses interactive computer graphics, focusing on flight simulators and their advantages in pilot training. It explains the components of modern graphics displays, including frame buffers and video monitors, and describes three-dimensional transformations, including translation, rotation, and scaling. Additionally, it covers projection techniques and the importance of realism in 3D graphics, along with the geometric and topological information necessary for creating three-dimensional models.
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0% found this document useful (0 votes)
5 views10 pages

Unit - IV Computer Graphics

The document discusses interactive computer graphics, focusing on flight simulators and their advantages in pilot training. It explains the components of modern graphics displays, including frame buffers and video monitors, and describes three-dimensional transformations, including translation, rotation, and scaling. Additionally, it covers projection techniques and the importance of realism in 3D graphics, along with the geometric and topological information necessary for creating three-dimensional models.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unit IV

Interactive computer Graphics


 Interactive computer graphics affects our lives in a number of indirect ways. For example, it helps
to train the pilots of our airplanes. We can create a flight simulator which may help the pilots to get
trained not in a real aircraft but on the grounds at the control of the flight simulator. The flight
simulator is a mock up of an aircraft flight deck, containing all the usual controls and surrounded by
screens on which we have the projected computer generated views of the terrain visible on take off
and landing.
 Flight simulators have many advantages over the real aircrafts for training purposes, including fuel
savings, safety, and the ability to familiarize the trainee with a large number of the world’s airports.

Input of graphical data


Working of Interactive Computer Graphics:
The modern graphics display is very simple in construction. It consists of three components:
1. Frame Buffer or Digital Memory
2. A Monitor likes a home T.V. set without the tuning and receiving electronics.
3. Display Controller or Video Controller: It passes the contents of the frame buffer to the monitor.

Frame Buffer: A digital frame buffer is large, contiguous piece of computer memory used to hold or map
the image displayed on the screen.
o At a minimum, there is 1 memory bit for each pixel in the raster. This amount of memory is called a
bit plane.
o A 1024 x 1024 element requires 220 (210=1024;220=1024 x 1024)sq.raster or 1,048,576 memory bits
in a single bit plane.
o The picture is built up in the frame buffer one bit at a time.
o ∵ A memory bit has only two states (binary 0 or 1), a single bit plane yields a black and white
(monochrome display).
o As frame buffer is a digital device write raster CRT is an analog device.
Properties of Video Monitor:
1. Persistence: Persistence is the duration of phosphorescence. Different kinds of phosphors are available
for use in CRT. Besides color, a major difference between phosphor in their persistence how they continue
to emit light after the electron beam is removed.
2. Resolution: Use to describe the number of pixels that are used on display image.
3. Aspect Ratio: It is the ratio of width to its height. Its measure is unit in length or number of pixels.

Aspect Ratio =
Three Dimensional Graphics
The three-dimensional transformations are extensions of two-dimensional transformation. In 2D two
coordinates are used, i.e., x and y whereas in 3D three co-ordinates x, y, and z are used.
For three dimensional images and objects, three-dimensional transformations are needed. These are
translations, scaling, and rotation. These are also called as basic transformations are represented using
matrix. More complex transformations are handled using matrix in 3D.
The 2D can show two-dimensional objects. Like the Bar chart, pie chart, graphs. But some more natural
objects can be represented using 3D. Using 3D, we can see different shapes of the object in different
sections.
In 3D when a translation is done we need three factors for rotation also, it is a component of three rotations.
Each can be performed along any three Cartesian axis. In 3D also we can represent a sequence of
transformations as a single matrix.
Computer Graphics uses CAD. CAD allows manipulation of machine components which are 3
Dimensional. It also provides automobile bodies, aircraft parts study. All these activities require realism.
For realism 3D is required. In the production of a realistic 3D scene from 2D is tough. It require three
dimension, i.e., depth.
3D Geometry
Three dimension system has three axis x, y, z. The orientation of a 3D coordinate system is of two types.
Right-handed system and left-handed system.
In the right -handed system thumb of right- hand points to positive z-direction and left- hand system thumb
point to negative two directions. Following figure show right-hand orientation of the cube.

Using right-handed system co-ordinates of corners A, B, C, D of the cube


Point A x, y, z
Point B x, y, 0
Point C 0, y, 0
Point D 0, y, z
Producing realism in 3D: The three-dimensional objects are made using computer graphics. The technique
used for two Dimensional displays of three Dimensional objects is called projection. Several types of
projection are available, i.e.,
1. Parallel Projection
2. Perspective Projection
3. Orthographic Projection
1. Parallel Projection: In this projection point on the screen is identified within a point in the three-
dimensional object by a line perpendicular to the display screen. The architect Drawing, i.e., plan, front
view, side view, elevation are nothing but lines of parallel projections.
2. Perspective Projection: This projection has a property that it provides idea about depth. Farther the
object from the viewer, smaller it will appear. All lines in perspective projection converge at a center point
called as the center of projection.
3. Orthographic Projection: It is simplest kind of projection. In this, we take a top, bottom, side view of
the object by extracting parallel lines from the object.
Three Dimensional Models
The techniques for generating different images of a solid object depend upon the type of object. Two
viewing techniques are available for viewing three-dimensional objects.
1. Geometry: It is concerned with measurements. Measurement is the location of a point concerning
origin or dimension of an object.
2. Topological Information: It is used for the structure of a solid object. It is mainly concerned with
the formation of polygons with the help of points of objects or the creation of the object with
polygons
Three Dimensional Transformations
The geometric transformations play a vital role in generating images of three Dimensional objects with the
help of these transformations. The location of objects relative to others can be easily expressed. Sometimes
viewpoint changes rapidly, or sometimes objects move in relation to each other. For this number of
transformation can be carried out repeatedly.
Translation
It is the movement of an object from one position to another position. Translation is done using translation
vectors. There are three vectors in 3D instead of two. These vectors are in x, y, and z directions. Translation
in the x-direction is represented using Tx. The translation is y-direction is represented using Ty. The
translation in the z- direction is represented using Tz.
If P is a point having co-ordinates in three directions (x, y, z) is translated, then after translation its
coordinates will be (x1 y1 z1) after translation. Tx Ty Tz are translation vectors in x, y, and z directions
respectively.
x1=x+ Tx
y1=y+Ty
z1=z+ Tz
Three-dimensional transformations are performed by transforming each vertex of the object. If an object has
five corners, then the translation will be accomplished by translating all five points to new locations.
Following figure 1 shows the translation of point figure 2 shows the translation of the cube.

Matrix for translation


Matrix representation of point translation
Point shown in fig is (x, y, z). It become (x1,y1,z1) after translation. Tx Ty Tz are translation vector.

Example: A point has coordinates in the x, y, z direction i.e., (5, 6, 7). The translation is done in the x-
direction by 3 coordinate and y direction. Three coordinates and in the z- direction by two coordinates. Shift
the object. Find coordinates of the new position.
Solution: Co-ordinate of the point are (5, 6, 7)
Translation vector in x direction = 3
Translation vector in y direction = 3
Translation vector in z direction = 2
Translation matrix is

Multiply co-ordinates of point with translation matrix

= [5+0+0+30+6+0+30+0+7+20+0+0+1] = [8991]
x becomes x1=8
y becomes y1=9
1
z becomes z =9

Rotation
It is moving of an object about an angle. Movement can be anticlockwise or clockwise. 3D rotation is
complex as compared to the 2D rotation. For 2D we describe the angle of rotation, but for a 3D angle of
rotation and axis of rotation are required. The axis can be either x or y or z.
Following figures shows rotation about x, y, z- axis
Following figure show rotation of the object about the Y axis

Following figure show rotation of the object about the Z axis


Scaling
Scaling is used to change the size of an object. The size can be increased or decreased. The scaling three
factors are required Sx Sy and Sz.
Sx=Scaling factor in x- direction
Sy=Scaling factor in y-direction
Sz=Scaling factor in z-direction
Matrix for Scaling
Scaling of the object relative to a fixed point
Following are steps performed when scaling of objects with fixed point (a, b, c). It can be represented as
below:
1. Translate fixed point to the origin
2. Scale the object relative to the origin
3. Translate object back to its original position.
Note: If all scaling factors Sx=Sy=Sz.Then scaling is called as uniform. If scaling is done with different
scaling vectors, it is called a differential scaling.
In figure (a) point (a, b, c) is shown, and object whose scaling is to done also shown in steps in fig (b), fig
(c) and fig (d).

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