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Introduction
to
Computer Graphics and
Multimedia
Overview
 What is Computer Graphics?
 Classification of Computer Graphics
 Components of Computer Graphics
 Display Devices
 Random Display Architecture
 Raster Display Architecture
 Concept of Frame Buffer
 Advantages
 Applications
What is Computer Graphics?
 Creation, Storage and Manipulation of pictures and
drawing using a digital computer.
 Effective tool for presenting information.
 It is important to understand –
 How pictures or graphics objects are presented in
computer graphics?
 How pictures or graphics objects are prepared for
presentation?
 How previously prepared pictures or graphics objects
are presented?
 How interaction with pictures or graphics objects is
accomplished?
What is Computer Graphics?
 Pictures or graphics objects are presented as collection of
discrete picture elements.
Some Basic Concepts of Computer
Graphics
 Refresh Rate
◦ Number of times per second the image is redrawn (e.g., 60 or
higher)
 Resolution
◦ The maximum number of points that can be displayed without
overlap on a CRT.
◦ Resolution depends on the type of phosphor, the intensity to
be displayed, focusing and deflection systems, size of
video memory.
 Pixel
◦ One dot or picture element of the image or graphical object.
 Aspect Ratio
◦ Ratio of vertical points to horizontal points necessary to
produce equal-length line in both direction.
◦ 4/3 : length of 4 points on horizontal line = length of 3 points
on vertical line.
Classification of Computer Graphics
Passive Computer Graphics Vs Interactive Computer
Graphics
Parameter
Passive Computer
Graphics
Interactive Computer
Graphics.
Control No control Dynamic nature
Communicatio
n
One way
communication
Two way communication
Interaction
No interaction between
user and H/w
High bandwidth user
interaction
Supported Earlier Modern applications
Motion &
Updation
No facility 2-D, 3-D transformations
Classification of Computer Graphics
Bitmapped Graphics Vs Vector Graphics
Parameter Bitmapped Graphics Vector Graphics
What are they
made up of?
Pixels Objects
What can be
edited?
Individual pixels Individual objects
What is the file
size?
Large, as the
computer stores
details of every pixel
Small, as the computer
stores details of objects,
which do not require
much memory
What happens
when they are
resized?
They lose quality They do not lose quality
Components of Computer Graphics
 Digital Memory Buffer.
 TV Monitor.
 Display Controller.
CPU
Video
Monitor
Display
Controller
Frame
Buffer
Update
Process Process
Refresh
Information
Pixel
Display Devices
 They are used for graphic display. The
display system may be attached with a pc
to display character, picture and video
output.
 Some common types of display systems
are:
◦ Raster Scan Display
◦ Random Scan Display
◦ DVST
◦ Flat Panel Display
Display Devices (contd...)
 CRT (Cathode Ray Tube) –
 The cathode ray tube (CRT) is a vacuum
tube containing an electron gun and
a fluorescent screen, with internal or external
means to accelerate and deflect the electron
beam.
 Create images in the form of light emitted from
the fluorescent screen.
 In all modern CRT monitors and televisions, the
beams are bent by magnetic deflection.
Display Devices (contd...)
 Basic CRT (Cathode Ray Tube) –
Display Devices (contd...)
 Basic CRT (Cathode Ray Tube) –
1. Electron Guns
2. Electron Beams
3. Focusing Coils
4. Deflection Coils
5. Anode Connection
6. Shadow Mask
7. Phosphor layer
8. Close-up of the phosphor coated inner side
Display Devices (contd...)
 CRT (Cathode Ray Tube) –
◦ Phosphor persistence –
 A phosphor’s persistence is defined as the time
from the removal of excitation to the moment of
decaying the light to one-tenth of its original
intensity.
 Low persistence -> good for animation.
 High persistence -> good for static picture with high
complexity.
◦ Refresh Rate (RR)
 Number of times per second the image is redrawn
(e.g., 60 or higher)
Color CRT Monitors
 A CRT monitor displays color pictures by using a
combination of phosphors that emit different
colorlights.
◦ Two methods are there :
Beam Penetration Method
Shadow Mask Method
Color CRT Monitors (contd...)
 Beam Penetration Method-
 Two layers of phosphor (red and green) are coated
onto the inside of the CRT screen.
 The display color depends on how far the electron
beam penetrates into the phosphor layers.
 The speed of the electrons, and the screen color at
any point, is controlled by the beam acceleration
voltage.
 Only four colors are possible (red, green, orange, and
yellow).
 Quality of pictures is not as good as with other
methods.
Color CRT Monitors (contd...)
 Beam Penetration Method-
Color CRT Monitors (contd...)
 Shadow Mask Method-
 Three color phosphor dots (red, green and blue)
at each point on the screen.
 Three electron guns, each controlling the display
of red, green and blue light.
 We obtain color variations by varying the
intensity levels of the three electron beam.
 The delta-delta method and In-line method.
Color CRT Monitors (contd...)
 The in-line method:
Color CRT Monitors (contd...)
 The delta-delta method:
Random Display Architecture
Raster Display Architecture
Random Scan System Vs Raster Scan
System
Random Scan System Raster Scan System
Cannot draw realistic shaded
scenes.
Used in systems to display realistic
images.
Store - Line drawing instruction
Store – Value related to pixels
(Intensity
value)
Higher resolution No support for high resolution
Smooth line drawings Capable of producing curves better
Cannot produce contrast,
memory
doesn't store intensity value of
pixel
Picture with better contrast
Costlier
Cost not too high as compared to
Random Scan
Line Drawing, Known as Vector
Concept of Frame Buffer
 A block of memory, dedicated to graphics output,
that holds the contents of what will be displayed.
 A frame buffer may be thought of as computer
memory organized as a two-dimensional array with
each (x,y) addressable location corresponding to
one pixel.
 Bit Planes or Bit Depth is the number of bits
corresponding to each pixel.
 A typical frame buffer resolution might be
640 x 480 x 8
1280 x 1024 x 8
1280 x 1024 x 24
Concept of Frame Buffer
 1-Bit Memory. Monochrome Display (Bit-map
Display)
Electron
Gun
1 bit
2 levels
Concept of Frame Buffer
 3-Bit Color Display
3
red
green
blue
COLOR: black red green blue yellow cyan magenta white
R
G
B
0
0
0
1
0
0
0
1
0
0
0
1
1
1
0
0
1
1
1
0
1
1
1
1
Concept of Frame Buffer
 True Color Display
24 bit planes, 8 bits per color gun. 224 =
16,777,216 colors
Advantages of Computer Graphics
 High quality graphics display.
 Show moving pictures, animation.
 Display geometric relationships of objects.
 Provide tool called motion dynamics.
 Update Dynamics.
Applications of Computer Graphics
• GUI's,
• Plotting in business,
• Plotting in science and technology,
• Scientific Visualization
• Office automation
• Desktop publishing,
• Web/business/commercial publishing and
advertisements,
• CAD/CAM design,
• Simulation studies,
• Simulators
• Cartography,
• Multimedia,
• Entertainment (movie, TV, Advt. Etc. )
• Virtual reality
Thank You !!!

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Introduction to computer graphics and multimedia

  • 2. Overview  What is Computer Graphics?  Classification of Computer Graphics  Components of Computer Graphics  Display Devices  Random Display Architecture  Raster Display Architecture  Concept of Frame Buffer  Advantages  Applications
  • 3. What is Computer Graphics?  Creation, Storage and Manipulation of pictures and drawing using a digital computer.  Effective tool for presenting information.  It is important to understand –  How pictures or graphics objects are presented in computer graphics?  How pictures or graphics objects are prepared for presentation?  How previously prepared pictures or graphics objects are presented?  How interaction with pictures or graphics objects is accomplished?
  • 4. What is Computer Graphics?  Pictures or graphics objects are presented as collection of discrete picture elements.
  • 5. Some Basic Concepts of Computer Graphics  Refresh Rate ◦ Number of times per second the image is redrawn (e.g., 60 or higher)  Resolution ◦ The maximum number of points that can be displayed without overlap on a CRT. ◦ Resolution depends on the type of phosphor, the intensity to be displayed, focusing and deflection systems, size of video memory.  Pixel ◦ One dot or picture element of the image or graphical object.  Aspect Ratio ◦ Ratio of vertical points to horizontal points necessary to produce equal-length line in both direction. ◦ 4/3 : length of 4 points on horizontal line = length of 3 points on vertical line.
  • 6. Classification of Computer Graphics Passive Computer Graphics Vs Interactive Computer Graphics Parameter Passive Computer Graphics Interactive Computer Graphics. Control No control Dynamic nature Communicatio n One way communication Two way communication Interaction No interaction between user and H/w High bandwidth user interaction Supported Earlier Modern applications Motion & Updation No facility 2-D, 3-D transformations
  • 7. Classification of Computer Graphics Bitmapped Graphics Vs Vector Graphics Parameter Bitmapped Graphics Vector Graphics What are they made up of? Pixels Objects What can be edited? Individual pixels Individual objects What is the file size? Large, as the computer stores details of every pixel Small, as the computer stores details of objects, which do not require much memory What happens when they are resized? They lose quality They do not lose quality
  • 8. Components of Computer Graphics  Digital Memory Buffer.  TV Monitor.  Display Controller. CPU Video Monitor Display Controller Frame Buffer Update Process Process Refresh Information Pixel
  • 9. Display Devices  They are used for graphic display. The display system may be attached with a pc to display character, picture and video output.  Some common types of display systems are: ◦ Raster Scan Display ◦ Random Scan Display ◦ DVST ◦ Flat Panel Display
  • 10. Display Devices (contd...)  CRT (Cathode Ray Tube) –  The cathode ray tube (CRT) is a vacuum tube containing an electron gun and a fluorescent screen, with internal or external means to accelerate and deflect the electron beam.  Create images in the form of light emitted from the fluorescent screen.  In all modern CRT monitors and televisions, the beams are bent by magnetic deflection.
  • 11. Display Devices (contd...)  Basic CRT (Cathode Ray Tube) –
  • 12. Display Devices (contd...)  Basic CRT (Cathode Ray Tube) – 1. Electron Guns 2. Electron Beams 3. Focusing Coils 4. Deflection Coils 5. Anode Connection 6. Shadow Mask 7. Phosphor layer 8. Close-up of the phosphor coated inner side
  • 13. Display Devices (contd...)  CRT (Cathode Ray Tube) – ◦ Phosphor persistence –  A phosphor’s persistence is defined as the time from the removal of excitation to the moment of decaying the light to one-tenth of its original intensity.  Low persistence -> good for animation.  High persistence -> good for static picture with high complexity. ◦ Refresh Rate (RR)  Number of times per second the image is redrawn (e.g., 60 or higher)
  • 14. Color CRT Monitors  A CRT monitor displays color pictures by using a combination of phosphors that emit different colorlights. ◦ Two methods are there : Beam Penetration Method Shadow Mask Method
  • 15. Color CRT Monitors (contd...)  Beam Penetration Method-  Two layers of phosphor (red and green) are coated onto the inside of the CRT screen.  The display color depends on how far the electron beam penetrates into the phosphor layers.  The speed of the electrons, and the screen color at any point, is controlled by the beam acceleration voltage.  Only four colors are possible (red, green, orange, and yellow).  Quality of pictures is not as good as with other methods.
  • 16. Color CRT Monitors (contd...)  Beam Penetration Method-
  • 17. Color CRT Monitors (contd...)  Shadow Mask Method-  Three color phosphor dots (red, green and blue) at each point on the screen.  Three electron guns, each controlling the display of red, green and blue light.  We obtain color variations by varying the intensity levels of the three electron beam.  The delta-delta method and In-line method.
  • 18. Color CRT Monitors (contd...)  The in-line method:
  • 19. Color CRT Monitors (contd...)  The delta-delta method:
  • 22. Random Scan System Vs Raster Scan System Random Scan System Raster Scan System Cannot draw realistic shaded scenes. Used in systems to display realistic images. Store - Line drawing instruction Store – Value related to pixels (Intensity value) Higher resolution No support for high resolution Smooth line drawings Capable of producing curves better Cannot produce contrast, memory doesn't store intensity value of pixel Picture with better contrast Costlier Cost not too high as compared to Random Scan Line Drawing, Known as Vector
  • 23. Concept of Frame Buffer  A block of memory, dedicated to graphics output, that holds the contents of what will be displayed.  A frame buffer may be thought of as computer memory organized as a two-dimensional array with each (x,y) addressable location corresponding to one pixel.  Bit Planes or Bit Depth is the number of bits corresponding to each pixel.  A typical frame buffer resolution might be 640 x 480 x 8 1280 x 1024 x 8 1280 x 1024 x 24
  • 24. Concept of Frame Buffer  1-Bit Memory. Monochrome Display (Bit-map Display) Electron Gun 1 bit 2 levels
  • 25. Concept of Frame Buffer  3-Bit Color Display 3 red green blue COLOR: black red green blue yellow cyan magenta white R G B 0 0 0 1 0 0 0 1 0 0 0 1 1 1 0 0 1 1 1 0 1 1 1 1
  • 26. Concept of Frame Buffer  True Color Display 24 bit planes, 8 bits per color gun. 224 = 16,777,216 colors
  • 27. Advantages of Computer Graphics  High quality graphics display.  Show moving pictures, animation.  Display geometric relationships of objects.  Provide tool called motion dynamics.  Update Dynamics.
  • 28. Applications of Computer Graphics • GUI's, • Plotting in business, • Plotting in science and technology, • Scientific Visualization • Office automation • Desktop publishing, • Web/business/commercial publishing and advertisements, • CAD/CAM design, • Simulation studies, • Simulators • Cartography, • Multimedia, • Entertainment (movie, TV, Advt. Etc. ) • Virtual reality