AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)

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Presentation transcript:

AN INTRODUCTION TO COMPUTER GRAPHICS Subject: Computer Graphics Lecture No: 01 Batch: 16BS(Information Technology)

Lecture Overview  Introduction  Graphics Areas  Modeling  Rendering  Animation  User Interaction  Virtual Reality  Visualization  Image Processing  3D Scanning 2

Lecture Overview  Introduction  Major Applications  Video Games  Cartoons  CAD/CAM  Simulation  Medical Imaging  Information Visualization 3

Graphics Systems  Video display devices  Refresh Cathode-Ray Tubes  Raster-Scan Displays  Random-Scan Displays  Color CRT Monitors  Direct-View Storage Tubes  Flat-Panel Displays  Three-Dimensional Viewing Devices 4

Introduction  Computer Graphics  The term Computer Graphics describes any use of computers to create or manipulate images.  Graphics are visual presentations on a surface, such as a computer screen. Examples are photographs, drawing, graphics designs, maps, engineering drawings, or other images. Graphics often combine text and illustration. 5

Graphics Areas  Modeling  It deals with mathematical specification of shape and appearance properties in a way that can be stored on a computer. 6

Graphics Areas  Rendering  It’s a term inherited from art and deals with the creation of shaded images from 3D computer models. 7

Graphics Areas  Animation  It’s a technique to create an illusion of motion through sequence of images.  Here, modeling and rendering are used, with the handling of time as key issue.  Animations are useful for testing performance. 8

Graphics Areas  User Interaction  It deals with the interface between input devices such as mouse and tablets, the application and feedback to the user in imagery and other sensory feedback. 9

Graphics Areas  Virtually Reality  Attempts to immerse the user into a 3D virtual world.  It typically requires stereo graphics and response to head motion.  For true virtual reality, sound and force feedback should be provided as well.  It requires advanced 3D graphics and advanced display technology. 10

Graphics Areas  Visualization  the representation of an object, situation, or set of information as a chart or other image. 11

Graphics Areas  3D Scanning  3D scanning is a way to capture a physical object’s exact size and shape into the computer world as a digital 3- dimensional representation. 12

Graphics Areas  Image Processing  The image processing deals with developing a digital system that performs operations on an digital image.  Examples are: Adobe Products that deal with image processing; Illustrator, Photoshop 13

Graphics Applications  Video Games  A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a raster display device.  The electronic systems used to play video games are known as platforms. This platform creates through graphics. 14

Graphics Applications  Cartoons  A film using animation techniques to illustrate a sequence of drawings rather than real people or objects. 15

Graphics Applications  CAD/CAM  Use computer technology to design parts and products on the computer and then, using these virtual designs, to guide the manufacturing process.  It is design of buildings, automobile, aircraft, spacecraft, computers, textiles, and many more products. 16

Graphics Applications  Simulation  A computer simulation, a computer model or a computational model is a computer program, or network of computers, that attempts to simulate an abstract model of a particular system. 17

Graphics Applications  Medical Imaging  It creates meaningful images of scanned patient data.  For example, a magnetic resonance imaging dataset is composed of a 3D rectangular array of density values. 18

Graphics Applications  Information Visualization  It creates images of data that do not necessarily have a “natural” depiction. 19

Graphics Systems  Broad range of graphics hardware and software systems is available.  Two-dimensional and three-dimensional Graphics capabilities.  On personal computers there is usage of a variety of interactive input devices and graphics software packages; whereas, for higher-quality applications some special purpose graphics hardware systems and technologies are employed. 20