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Graphic
Primitives
🠶 The basic geometric objects in CG are usually called primitives or
graphic output primitives
🠶 A primitive is a graphics object that is essential for the
creation or construction of complex images.
🠶 Fortunately, graphics is constructed from a few basic elements, as
opposed to the great variety of graphics applications.
Points
🠶 Points are uniquely defined by their x- and y-coordinates
🠶 Points are usually not drawn themselves
🠶 Their main function is the description of other objects like lines that can
be defined by their two endpoints
Lines, Polylines or
Curves
🠶 These can be defined by two or more points
🠶 For lines two points are needed
🠶 Curves need two points and additional control
points
🠶 Polylines are connected sequences of lines
Areas
🠶 Areas are bounded by closed polylines or
polygons
🠶 Areas can be filled with colour or a texture
Pixe
l
🠶 A pixel is a point of light.
🠶 It is just one tiny dot on the raster displays.
🠶 Though it has no structure, it is definitely a building block and hence it
can be considered as the graphics primitive.
🠶 The resolution of CRT is related to the dot size, the diameter of a single
dot.
🠶 A resolution of 100 dots lines/inch implies a dot size of 0.01 inch.
🠶 However, in reality, pixels are more elliptic than circle.
🠶 The shape of a pixel purely depends upon the characteristics of the
visual display unit.
Pixel.
.
🠶
Lin
e
🠶 Line, especially straight lines, constitute an important building block
of computer images.
🠶 For example, line is the basic building block of Line graphs, bar and
pie charts, two and three-dimensional graphs of mathematical
functions, engineering drawings and architectural plans.
🠶 In computer graphics, straight line is so basic in creating images that
we call it a graphics primitive.
🠶 Straight lines can be developed in two different ways.
🠶 A structural method determines which pixels should be set before
drawing the line;
🠶 a conditional method tests certain conditions to find which pixel should
be
set next.
Polygo
n
🠶 A polygon, even though generally constructed from straight lines, is
an important graphics primitive.
🠶 So often we want to handle polygon as a single entity, as images of
objects
from the real world consist in large part of polygons.
🠶 A polygon is a closed area of image bounded by straight or curved lines
and filled with one solid colour.
🠶 Since images are two dimensional, a polygon is a closed planar figure.
🠶 Implementing a polygon as a graphics primitive is natural and helpful.
🠶 We can define polygon as an image which consists of a finite ordered set
of straight boundaries called edges.
🠶 Alternately, the polygon can be defined by an ordered sequence of
vertices,
the corners of the polygon.
Polygon.
.
🠶 The edges of the polygon are then obtained by traversing the vertices in the
given order;
🠶 The edge list is sufficient for wireframe drawings. Two consecutive vertices define
one
edge.
🠶 We close the polygon by connecting the last vertex to the first.
🠶 Face list is required in order to fill the polygon.
🠶 We can decompose a scene from real world into a collection of polygons of
simple
shapes.
🠶 For example, a simple house can be constructed with a square and a
rectangle.
🠶 However, neither straight lines nor polygons precisely describe a real world
scene;
🠶 It is only an approximation of the scene we can get; such scenes actually seem
to be
of fractal nature.
Polygon.
.
Graphics
Pipeline
🠶 The graphics pipeline specifies a series of steps needed to display data
on an output device.
🠶 The steps vary depending on the needs of the application.
🠶 The application may be realistic, fast, aesthetic or informatic.
🠶 However, the graphics Pipeline has three major components, viz. the
application program which stores into and restores from the
application data structure and sends graphics command to the
graphics system.
Graphics
Pipeline..
Graphics
Pipeline..
🠶 Application program: This is a collection of output plotting
subroutines based on 2D or 3D geometry of the object to be
displayed.
🠶 The application program performs the following:
🠶 View transforms: specifies what part of the world scene is to be displayed
and
converts those points into view coordinate points.
🠶 Converts from viewport to normailized device coordinates (NDC):
specifies where in the view surface should the object be displayed.
🠶 Clips: Determine visible surfaces and shading. Then, the object outside the
NDC
is clipped.
🠶 Maps data to device coordinates: All the geometric and non-geometric
details in the data structure are converted to one of the graphics output
primitives and passed to the graphics system i.e. the objects are scan
converted into pixels and the framebuffer displayed.
Graphics
Pipeline..
🠶 Application data structure: This is a database of descriptions and properties,
like geometric coordinates, colour, surface texture and connectivity
relationships of objects to be displayed on the display unit of the graphics
system.
🠶 For example, lets consider the design of a room with a few furniture in it.
🠶 Then structure would contain
🠶 Description of primitives that defines the shape of the objects in the room.
🠶 Object attributes like line style, colour, texture that defines the “look” of the primitives
🠶 Connectivity relations and positioning data that defines how components fit together
🠶 Geometry spectrum that defines the layout of physical objects to description
of concepts without geometry (eg. statistics)
🠶 Textual, numeric data (equations, formulas, etc.) and procedures often included
in
the models
Graphics
Pipeline..
Graphics
Pipeline..
🠶 Graphics system: This handles the low-level architecture of the
display processor and xy co-ordinate system of the physical screen,
hiding these details from the user
.
constants
In computer graphics, a constant is a value that remains the same throughout the
execution of a program and is represented by a meaningful name instead of a number or
string.
 a graphic constant is a sequence of DBCS characters enclosed in single or double
quotation marks. The syntax for graphic constant is “<Kk>”
 Like C# and Visual Basic, a constant can be explicitly declared as immutable
he syntax for graphic constants is '< kk >'G
Actions
In computer graphics, a variety of actions are performed to create, manipulate, and
display images, animations, and 3D models. Here are some of the core actions:
Rendering
The process of generating a 2D image from a 3D model by simulating light interactions.
Types include real-time rendering (used in gaming) and offline rendering (used in
movies).
Transformation
Translation: Moving an object from one position to another.
Rotation: Rotating an object around an axis.
Scaling: Changing the size of an object in the x, y, or z direction.
Shearing: Distorting an object along one axis
Projection
Orthographic Projection: A projection where parallel lines remain parallel, typically used
in CAD.
Perspective Projection: A projection that simulates depth, used to mimic human vision
in 3D rendering.
Shading
Adding color, light, and shadow to give objects a realistic appearance.
Flat Shading: Applies a single color per polygon.
Gouraud Shading: Smoothly interpolates colors across vertices.
Phong Shading: Provides smoother and more realistic shading by interpolating normals
across surfaces.
Culling
Removing objects or faces that are not visible to the camera to save processing power.
Back-face Culling: Hides surfaces that face away from the camera.
Frustum Culling: Removes objects outside the camera's view
Image Processing and Filtering
Applying filters to manipulate image properties, like brightness, contrast, and blur.
Techniques include Gaussian Blur, Sharpening, and Edge Detection.
Alpha Blending
Combining a foreground image with a background image using transparency.
Used for effects like shadows, smoke, or translucent surfaces.
Geometric Transformation
2D Transformation
In computer graphics, various transformation techniques are-
Clipping
Cutting off parts of objects or scenes that are outside the view frustum (visible area),
optimizing rendering.
Clipping helps to reduce the number of calculations needed, improving performance.
Rasterization
Converting vector-based 3D models into a raster image (a grid of pixels) for display on
screens.
Involves filling in pixels within the boundaries of polygons.
10. Anti-Aliasing
Reducing the visual "jaggedness" or "stair-step" appearance on edges by smoothing or
blending pixels.
Techniques include MSAA (Multi-Sample Anti-Aliasing), SSAA (Super-Sample Anti-
Aliasing), and FXAA (Fast Approximate Anti-Aliasing).

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primitives in computer graphics using .pptx

  • 1. Graphic Primitives 🠶 The basic geometric objects in CG are usually called primitives or graphic output primitives 🠶 A primitive is a graphics object that is essential for the creation or construction of complex images. 🠶 Fortunately, graphics is constructed from a few basic elements, as opposed to the great variety of graphics applications.
  • 2. Points 🠶 Points are uniquely defined by their x- and y-coordinates 🠶 Points are usually not drawn themselves 🠶 Their main function is the description of other objects like lines that can be defined by their two endpoints
  • 3. Lines, Polylines or Curves 🠶 These can be defined by two or more points 🠶 For lines two points are needed 🠶 Curves need two points and additional control points 🠶 Polylines are connected sequences of lines
  • 4. Areas 🠶 Areas are bounded by closed polylines or polygons 🠶 Areas can be filled with colour or a texture
  • 5. Pixe l 🠶 A pixel is a point of light. 🠶 It is just one tiny dot on the raster displays. 🠶 Though it has no structure, it is definitely a building block and hence it can be considered as the graphics primitive. 🠶 The resolution of CRT is related to the dot size, the diameter of a single dot. 🠶 A resolution of 100 dots lines/inch implies a dot size of 0.01 inch. 🠶 However, in reality, pixels are more elliptic than circle. 🠶 The shape of a pixel purely depends upon the characteristics of the visual display unit.
  • 7. Lin e 🠶 Line, especially straight lines, constitute an important building block of computer images. 🠶 For example, line is the basic building block of Line graphs, bar and pie charts, two and three-dimensional graphs of mathematical functions, engineering drawings and architectural plans. 🠶 In computer graphics, straight line is so basic in creating images that we call it a graphics primitive. 🠶 Straight lines can be developed in two different ways. 🠶 A structural method determines which pixels should be set before drawing the line; 🠶 a conditional method tests certain conditions to find which pixel should be set next.
  • 8. Polygo n 🠶 A polygon, even though generally constructed from straight lines, is an important graphics primitive. 🠶 So often we want to handle polygon as a single entity, as images of objects from the real world consist in large part of polygons. 🠶 A polygon is a closed area of image bounded by straight or curved lines and filled with one solid colour. 🠶 Since images are two dimensional, a polygon is a closed planar figure. 🠶 Implementing a polygon as a graphics primitive is natural and helpful. 🠶 We can define polygon as an image which consists of a finite ordered set of straight boundaries called edges. 🠶 Alternately, the polygon can be defined by an ordered sequence of vertices, the corners of the polygon.
  • 9. Polygon. . 🠶 The edges of the polygon are then obtained by traversing the vertices in the given order; 🠶 The edge list is sufficient for wireframe drawings. Two consecutive vertices define one edge. 🠶 We close the polygon by connecting the last vertex to the first. 🠶 Face list is required in order to fill the polygon. 🠶 We can decompose a scene from real world into a collection of polygons of simple shapes. 🠶 For example, a simple house can be constructed with a square and a rectangle. 🠶 However, neither straight lines nor polygons precisely describe a real world scene; 🠶 It is only an approximation of the scene we can get; such scenes actually seem to be of fractal nature.
  • 11. Graphics Pipeline 🠶 The graphics pipeline specifies a series of steps needed to display data on an output device. 🠶 The steps vary depending on the needs of the application. 🠶 The application may be realistic, fast, aesthetic or informatic. 🠶 However, the graphics Pipeline has three major components, viz. the application program which stores into and restores from the application data structure and sends graphics command to the graphics system.
  • 13. Graphics Pipeline.. 🠶 Application program: This is a collection of output plotting subroutines based on 2D or 3D geometry of the object to be displayed. 🠶 The application program performs the following: 🠶 View transforms: specifies what part of the world scene is to be displayed and converts those points into view coordinate points. 🠶 Converts from viewport to normailized device coordinates (NDC): specifies where in the view surface should the object be displayed. 🠶 Clips: Determine visible surfaces and shading. Then, the object outside the NDC is clipped. 🠶 Maps data to device coordinates: All the geometric and non-geometric details in the data structure are converted to one of the graphics output primitives and passed to the graphics system i.e. the objects are scan converted into pixels and the framebuffer displayed.
  • 14. Graphics Pipeline.. 🠶 Application data structure: This is a database of descriptions and properties, like geometric coordinates, colour, surface texture and connectivity relationships of objects to be displayed on the display unit of the graphics system. 🠶 For example, lets consider the design of a room with a few furniture in it. 🠶 Then structure would contain 🠶 Description of primitives that defines the shape of the objects in the room. 🠶 Object attributes like line style, colour, texture that defines the “look” of the primitives 🠶 Connectivity relations and positioning data that defines how components fit together 🠶 Geometry spectrum that defines the layout of physical objects to description of concepts without geometry (eg. statistics) 🠶 Textual, numeric data (equations, formulas, etc.) and procedures often included in the models
  • 16. Graphics Pipeline.. 🠶 Graphics system: This handles the low-level architecture of the display processor and xy co-ordinate system of the physical screen, hiding these details from the user .
  • 17. constants In computer graphics, a constant is a value that remains the same throughout the execution of a program and is represented by a meaningful name instead of a number or string.  a graphic constant is a sequence of DBCS characters enclosed in single or double quotation marks. The syntax for graphic constant is “<Kk>”  Like C# and Visual Basic, a constant can be explicitly declared as immutable he syntax for graphic constants is '< kk >'G
  • 18. Actions In computer graphics, a variety of actions are performed to create, manipulate, and display images, animations, and 3D models. Here are some of the core actions: Rendering The process of generating a 2D image from a 3D model by simulating light interactions. Types include real-time rendering (used in gaming) and offline rendering (used in movies). Transformation Translation: Moving an object from one position to another. Rotation: Rotating an object around an axis. Scaling: Changing the size of an object in the x, y, or z direction. Shearing: Distorting an object along one axis
  • 19. Projection Orthographic Projection: A projection where parallel lines remain parallel, typically used in CAD. Perspective Projection: A projection that simulates depth, used to mimic human vision in 3D rendering. Shading Adding color, light, and shadow to give objects a realistic appearance. Flat Shading: Applies a single color per polygon. Gouraud Shading: Smoothly interpolates colors across vertices. Phong Shading: Provides smoother and more realistic shading by interpolating normals across surfaces.
  • 20. Culling Removing objects or faces that are not visible to the camera to save processing power. Back-face Culling: Hides surfaces that face away from the camera. Frustum Culling: Removes objects outside the camera's view Image Processing and Filtering Applying filters to manipulate image properties, like brightness, contrast, and blur. Techniques include Gaussian Blur, Sharpening, and Edge Detection. Alpha Blending Combining a foreground image with a background image using transparency. Used for effects like shadows, smoke, or translucent surfaces.
  • 21. Geometric Transformation 2D Transformation In computer graphics, various transformation techniques are-
  • 22. Clipping Cutting off parts of objects or scenes that are outside the view frustum (visible area), optimizing rendering. Clipping helps to reduce the number of calculations needed, improving performance. Rasterization Converting vector-based 3D models into a raster image (a grid of pixels) for display on screens. Involves filling in pixels within the boundaries of polygons. 10. Anti-Aliasing Reducing the visual "jaggedness" or "stair-step" appearance on edges by smoothing or blending pixels. Techniques include MSAA (Multi-Sample Anti-Aliasing), SSAA (Super-Sample Anti- Aliasing), and FXAA (Fast Approximate Anti-Aliasing).