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COMPUTER GRAPHICS & MULTIMEDIA APPLICATION (UNIT-2)

 Useful Technologies Related to Computer Graphics


Hardcopy Technologies

Hardcopy means a printed version of information that comes from a computer. It is called "hardcopy" because it is a physical object that you can touch and hold. The main examples of hardcopy are printouts from printers (text or graphics), as well as films like microfilms and microfiche.

Output Devices

An output device is an electromechanical machine that takes data from a computer and converts it into a form that users can understand.

Main Output Devices:

·         Printers

·         Plotters


Printers

printer is the most important output device used to print data on paper.

Types of Printers

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                    PRINTERS

                        |

        +---------------+---------------+

        |                               |

   IMPACT PRINTERS               NON-IMPACT PRINTERS

        |                               |

   +---+---+                           +---+---+

   |       |                           |       |

CHARACTER  LINE                    LASER    INKJET

PRINTERS   PRINTERS                PRINTERS  PRINTERS

1. Impact Printers

These printers print characters by striking against a ribbon and onto the paper.

Two Types:

·         Character Printers – Print one character at a time (like a typewriter)

·         Line Printers – Print one whole line at a time

2. Non-Impact Printers

These printers print characters without striking against a ribbon. They print a complete page at a time, so they are also called Page Printers.

Two Types:

·         Laser Printers

·         Inkjet Printers


Laser Printer

laser printer uses a laser beam to create an image on a drum. It uses focused light to transfer text and images onto paper. Laser printers use laser technology for printing copies.

[IMAGE IDEA: Diagram of Laser Printer]

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                    [Laser Printer Diagram]

                   

    Laser Beam ──→ Rotating Mirror ──→ Drum

                                         

                                          

    Paper ←── Toner (powder ink) ←── Heat Roller

                                         

                                         

                                     Printed Page

How it works (simple explanation):

1.      Laser beam draws the image on a rotating drum

2.      The drum attracts toner (powdered ink)

3.      Paper passes through heat rollers

4.      Heat melts the toner onto the paper

5.      You get a printed page!


Inkjet Printer

An inkjet printer uses inkjet technology for printing. It works by spraying tiny droplets of ionized ink onto paper. Magnetic plates direct the ink to the correct positions.

[IMAGE IDEA: Diagram of Inkjet Printer]

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                    [Inkjet Printer Diagram]

   

    Ink Cartridge (contains liquid ink)

          

          

    Tiny Nozzles (spray ink droplets)

          

          

    Magnetic Plates (direct the ink)

          

          

         Paper

          

          

    Printed Document

How it works (simple explanation):

1.      Ink cartridges contain liquid ink

2.      Tiny nozzles spray ink droplets

3.      Magnetic plates guide where the ink goes

4.      Ink lands on paper to create text/images


Display Technologies

Visual Displays – Basic Technologies

Main types of display technologies:

1.      Cathode Ray Tubes (CRT) – Older, bulky monitors (like old TV sets)

2.      Flat Panel Displays – Thin, modern screens

3.      Electroluminescence Displays – Uses light-emitting materials

4.      LCD Displays – Liquid Crystal Display (common in laptops/TVs)

5.      Active Matrix TFT – A type of LCD (better quality)

6.      Light Valves – Controls light passing through

7.      Micro-mirror Devices – Uses tiny mirrors to create images


Raster-Scan Displays

Raster-scan displays are the most common type of graphics monitor. They use CRT technology and are based on television technology.

[IMAGE IDEA: Raster Scan Display Diagram]

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    ┌─────────────────────────────────────────────┐

      ┌──────────────────────────────────────┐ 

        Scan Line 1 (Row 1)  ────────────   

        Scan Line 2 (Row 2)  ────────────   

        Scan Line 3 (Row 3)  ────────────   

             ...                             

        Scan Line N (Row N)  ────────────   

      └──────────────────────────────────────┘ 

    └─────────────────────────────────────────────┘

   

    Electron Beam moves left to right, top to bottom

How Raster-Scan Works:

1.      The electron beam sweeps across the screen from top to bottom

2.      It covers one row (scan line) at a time

3.      The beam turns on/off as it moves across each row

4.      refresh buffer (or frame buffer) stores the picture definition

5.      This memory area holds intensity values for all screen points

6.      Refreshing is done at 60-80 frames per second (Hz)

Important Terms:

·         Pixel – Each screen point (picture element)

·         Horizontal Retrace – When beam returns to left side after each scan line

·         Vertical Retrace – When beam returns to top-left corner after each frame

Raster-Scan Display Processor

The display processor converts a picture definition into pixel-intensity values for storage in the refresh buffer. This process is called scan conversion.

Functions of Display Processor:

·         Creates different line styles

·         Displays color areas

·         Interfaces with input devices (mouse, joystick)


Random-Scan Display

In random-scan display, the electron beam is directed only to areas where a picture needs to be drawn. It is also called vector display because it draws pictures one line at a time.

[IMAGE IDEA: Random Scan Display Diagram]

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    ┌─────────────────────────────────────────────┐

      ┌──────────────────────────────────────┐ 

                                             

            * ──→ draws lines                

           / \    in any order               

          /   \                              

         *─────*                             

                                             

      └──────────────────────────────────────┘ 

    └─────────────────────────────────────────────┘

   

    Electron Beam moves directly to where drawing is needed

How Random-Scan Works:

1.      The electron beam moves directly to where drawing is needed

2.      It draws component lines in any specified sequence

3.      refresh display file stores picture definition as line-drawing commands

4.      After all commands are processed, the system returns to the first command

Example: A pen plotter is an example of a random-scan display.

Random-Scan Display Processor

·         Input application program is stored in system memory with graphics package

·         Graphics package translates commands into a display file

·         Display processor (also called Graphics Controller or Display Processing Unit) accesses this file to refresh the screen


Video Controller

video controller (also called video card, graphics card, or graphics adapter) is hardware that allows computers to display graphic information on monitors or projectors.

[IMAGE IDEA: Video Controller/Graphics Card Diagram]

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    ┌─────────────────────────────────────────────────┐

                  COMPUTER MOTHERBOARD              

      ┌─────────────────────────────────────────┐  

                  VIDEO CONTROLLER                

        ┌─────┐  ┌─────┐  ┌─────────────────┐    

        GPU    VRAM      RAMDAC             

                      (Digital to          

        └─────┘  └─────┘    Analog)              

                         └─────────────────┘    

      └─────────────────────────────────────────┘  

    └─────────────────────────────────────────────────┘

                         

                         

                    ┌─────────┐

                    MONITOR

                    └─────────┘

Note: Some modern computers have graphics processing units (GPUs) directly integrated into the motherboard.


Input Devices

[IMAGE IDEA: All Input Devices Collage]

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    ┌─────────────────────────────────────────────────────────┐

                          INPUT DEVICES                     

    ├───────────┬───────────┬───────────┬───────────┬────────┤

                                                       

    KEYBOARD    MOUSE    JOYSTICK  LIGHT PEN TRACKBALL

                                                       

    ├───────────┴───────────┴───────────┴───────────┴────────┤

                                                           

                          SCANNER                           

                                                           

    └────────────────────────────────────────────────────────┘


Keyboard

The keyboard is the most common and popular input device. It helps to input data into the computer. It is laid out like a traditional typewriter with additional keys for special functions.

[IMAGE IDEA: Keyboard Diagram]

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    ┌─────────────────────────────────────────────────────────────────────┐

      ┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

      Esc ││ F1 ││ F2 ││ F3 ││ F4 ││ F5 ││ F6 ││ F7 ││ F8   ...  

      └─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘ 

      ┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

        `  ││ 1  ││ 2  ││ 3  ││ 4  ││ 5  ││ 6  ││ 7  ││ 8  ...  

      └─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘ 

      ┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

      Tab ││ Q  ││ W  ││ E  ││ R  ││ T  ││ Y  ││ U  ││ I  ...  

      └─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘ 

      ┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

      Caps ││ A  ││ S  ││ D  ││ F  ││ G  ││ H  ││ J  ││ K  ...  

      Lock │└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘ 

      └─────┘                                                         

      ┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

      Shift││ Z  ││ X  ││ C  ││ V  ││ B  ││ N  ││ M  ││...   ...  

      └─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘└─────┘ 

      ┌─────┐┌─────┐┌─────┐┌─────────────┐┌─────┐┌─────┐┌─────┐┌─────┐ 

      Ctrl││ Alt││    ││   SPACEBAR   ││    ││ Alt││    ││Ctrl 

      └─────┘└─────┘└─────┘└─────────────┘└─────┘└─────┘└─────┘└─────┘ 

    └─────────────────────────────────────────────────────────────────────┘

Keyboard Sizes:

·         84 keys

·         101/102 keys

·         104/108 keys (modern Windows and Internet keyboards)


Mouse

The mouse is the most popular pointing device. It is a small palm-sized box with a round ball at its base (older models) or optical sensor (modern models).

[IMAGE IDEA: Mouse Diagram]

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           ┌─────────────────────────┐

             ┌─────┐    ┌─────┐   

             LEFT     RIGHT   

             CLICK    CLICK    

             └─────┘    └─────┘   

                     ┌───┐        

                                

                     W         

                     H         

                     E         

                     E         

                     L         

                     └───┘        

                                  

           └─────────────────────────┘

                   

               [SENSOR/BALL]

                   

                    

            (Moves on mouse pad/desk)

Parts of a Mouse:

·         Left button – Main selection button

·         Right button – Opens context menus

·         Scroll wheel – Between the buttons (for scrolling)

·         Movement sensor – Ball or optical sensor

Function: Controls cursor position on screen, but cannot enter text.


Joystick

joystick is a pointing device used to move the cursor on the screen. It is a stick with spherical balls at both ends. The lower ball moves in a socket.

[IMAGE IDEA: Joystick Diagram]

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           ┌─────────────────────────┐

                                   

                   ┌─────┐         

                                 

                     ~     (stick

                     ~      can  

                     ~     move  

                     ~     in 4  

                     ~    direc- 

                     ~    tions) 

                   └─────┘         

                                  

                 ┌──┴──┐           

                 BASE            

                └─────┘           

                                  

               ┌───┴───┐           

               BUTTONS           

               └───────┘           

           └─────────────────────────┘

Uses:

·         Computer Aided Designing (CAD)

·         Playing computer games

Function: Similar to a mouse, can be moved in all four directions.


Light Pen

light pen is a pointing device shaped like a pen. It is used to select menu items or draw pictures on the monitor screen.

[IMAGE IDEA: Light Pen Diagram]

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           ┌─────────────────────────┐

                                   

               ┌─────────────────┐ 

                                 

                  PHOTOCELL      

                  + OPTICAL      

                  SYSTEM         

                                 

               └─────────────────┘ 

                                  

                    ││             

                   ││              

                  ││               

                 ││                

                ││                 

               ││                  

              ││                   

           └───││─────────────────────┘

               ││

               ↓↓

           (Pen tip touches screen)

How it works:

1.      Contains a photocell and optical system in a small tube

2.      When pen tip moves over monitor screen and button is pressed

3.      Photocell detects the screen location

4.      Sends signal to CPU


Track Ball

track ball is an input device mostly used in laptop computers instead of a mouse. It is a ball that is half-inserted into a socket.

[IMAGE IDEA: Trackball Diagram]

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    ┌─────────────────────────────────────┐

                                        

               ┌─────────────────┐      

                                      

                     ○○○              

                                    

                     B              

                                    

                     ○○○              

                   (BALL)             

                                      

               └─────────────────┘      

                                         

        (Move ball with finger,         

         device stays in place)         

                                        

    └─────────────────────────────────────┘

Advantages:

·         Requires less space than a mouse

·         The whole device is not moved

Shapes: Ball, button, or square


Scanner

scanner is an input device that works like a photocopy machine. It is used to transfer paper-based information to the computer's hard disk.

[IMAGE IDEA: Scanner Diagram]

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    ┌─────────────────────────────────────────────┐

      ┌───────────────────────────────────────┐ 

                                              

                GLASS PLATFORM                

              (place document here)           

                                              

      └───────────────────────────────────────┘ 

      ═════════════════════════════════════════ 

      ┌───────────────────────────────────────┐ 

                                              

            LIGHT SOURCE + SENSOR             

          (moves under the glass)             

                                              

      └───────────────────────────────────────┘ 

      ═════════════════════════════════════════ 

      ┌───────────────────────────────────────┐ 

                                              

                 CONTROL PANEL                

                                              

      └───────────────────────────────────────┘ 

    └─────────────────────────────────────────────┘

                    

                    

              USB/Cable to Computer

                    

                    

              Digital image saved on disk

How it works:

1.      Scanner captures images from paper source

2.      Converts them into digital form

3.      Digital images can be stored on disk

4.      Images can be edited before printing


Working Exposure

"Working exposure" means working for free in exchange for experience or exposure.

Dreamweaver is Adobe's main tool for creating and editing HTML and CSS while giving a preview of the output. Web design and application development can be done together with real-time checking and editing.

(This term appears in multimedia course curricula where colleges give hands-on experience with tools like Dreamweaver.)


Clipping

Clipping is a method in computer graphics to selectively enable or disable rendering operations within a defined region of interest.

[IMAGE IDEA: Clipping Concept Diagram]

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    BEFORE CLIPPING                    AFTER CLIPPING

   

    ┌─────────────────────┐           ┌─────────────────────┐

      ┌───────────────┐               ┌───────────────┐ 

                                                    

         ~~~~~~                        ┌───┐        

        ~      ~                                  

      ~   LINE  ~                     LINE        

        ~      ~                                  

         ~~~~~~                        └───┘        

                                                    

      └───────────────┘               └───────────────┘ 

    └─────────────────────┘           └─────────────────────┘

   

    (Unclipped line extends      (Line is clipped

     outside the window)          to fit inside window)

Simple Explanation:

·         Clip region = area where drawing is allowed

·         Outside clip region = area where drawing is NOT allowed

·         Used to improve performance (don't waste time drawing what user can't see)

Clipping in 3D Graphics

In three-dimensional graphics, "clipping" refers to operations that work with rectangular shapes. "Culling" refers to more general methods to selectively process scene elements.

What can be clipped:

·         Points or vertices

·         Line segments or edges

·         Polygons or faces

·         Curves, splines, surfaces, and text

Types of Clipping:

·         Frustum culling – Removing things outside the view volume

·         Backface culling – Removing surfaces facing away from viewer

·         Occlusion culling – Removing things hidden by other objects

·         Z-clipping – Removing things too close or too far


Cohen-Sutherland Algorithm

The Cohen-Sutherland algorithm is used for line clipping. It divides 2D space into 9 regions and determines which parts of a line are visible.

[IMAGE IDEA: Cohen-Sutherland Outcode Diagram]

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                      VIEWPORT SPACE (9 Regions)

   

    ┌─────────────────────────────────────────────────────────┐

                                                            

        1001 (top-left)   1000 (top)    1010 (top-right)   

             ┌─────────────────────────┐                    

                                                          

        0001        0000 (inside)        0010             

      (left)                              (right)          

                                                          

             └─────────────────────────┘                    

        0101 (bottom-left) 0100 (bottom) 0110 (bottom-right)

                                                             

    └─────────────────────────────────────────────────────────┘

Outcode Bits (4 bits):

·         Bit 1 (top) – point is above viewport

·         Bit 2 (bottom) – point is below viewport

·         Bit 3 (right) – point is to the right

·         Bit 4 (left) – point is to the left

[IMAGE IDEA: Outcode Table]

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    ┌────────────────────────────────────────────────┐

                                                   

       REGION          OUTCODE (Binary)            

       ─────────────────────────────────────────   

       Top-Left           1 0 0 1  (9)             

       Top                1 0 0 0  (8)             

       Top-Right          1 0 1 0  (10)            

       Left               0 0 0 1  (1)             

       Inside (Viewport)  0 0 0 0  (0)             

       Right              0 0 1 0  (2)             

       Bottom-Left        0 1 0 1  (5)             

       Bottom             0 1 0 0  (4)              

       Bottom-Right       0 1 1 0  (6)             

                                                   

    └────────────────────────────────────────────────┘

Algorithm Steps:

[IMAGE IDEA: Cohen-Sutherland Flowchart]

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                    START

                     

                     

            ┌─────────────────┐

            Compute outcode

            for both points

            └─────────────────┘

                     

                     

            ┌─────────────────┐

            OR of outcodes 

                  = 0000?   

            └─────────────────┘

                        

               YES        NO

                        

                        

            ┌────────┐ ┌─────────────────┐

            TRIVIAL AND of outcodes

            ACCEPT       = 0000?   

            └────────┘ └─────────────────┘

                                  

                         YES        NO

                                  

                                  

                    ┌────────┐ ┌─────────────────┐

                    TRIVIAL Find intersection

                    REJECT point and replace

                    └────────┘ outpoint. Repeat

                               └─────────────────┘

                                     

                                     

                              (Loop to start)

Three Cases:

1.      Trivial Accept: Both endpoints in viewport (OR of outcodes = 0000)

2.      Trivial Reject: Both endpoints share at least one non-visible region (AND of outcodes ≠ 0000)

3.      Partial Line (Clip): Find intersection with viewport border, replace outpoint, repeat


Cyrus-Beck Algorithm

The Cyrus-Beck algorithm is a general line clipping algorithm. It is more efficient than Cohen-Sutherland and works with any convex polygon clipping window (not just rectangles).

[IMAGE IDEA: Cyrus-Beck Parameter Diagram]

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    Parametric line equation:  P(t) = P0 + t × (P1 - P0)

   

    Where: 0 ≤ t ≤ 1

Dot Product Method:

For a clipping plane E with normal vector n and a point pE on the plane:

·         If n · (p(t) - pE) < 0 → vector points toward interior

·         If n · (p(t) - pE) = 0 → vector parallel to plane

·         If n · (p(t) - pE) > 0 → vector points away from interior


Midpoint Subdivision Algorithm

The Midpoint Subdivision Algorithm is an extension of the Cyrus-Beck algorithm. It subdivides the line at its midpoint repeatedly.

[IMAGE IDEA: Midpoint Subdivision Diagram]

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    Step 1: Original line

    ┌─────────────────────────────────────────────────────────┐

                                                            

        P1 ●────────────────────────────────────● P2        

                                                             

    └─────────────────────────────────────────────────────────┘

   

   

    Step 2: Find midpoint (bisect)

    ┌─────────────────────────────────────────────────────────┐

                                                             

        P1 ●─────────────────● M ──────────────● P2         

                             (midpoint)                     

    └─────────────────────────────────────────────────────────┘

   

   

    Step 3: Check each half separately

    ┌─────────────────────────────────────────────────────────┐

                                                            

        P1 ●────● M                   M ●────● P2           

         (check)                         (check)            

    └─────────────────────────────────────────────────────────┘

   

   

    Step 4: Repeat until fully accepted or rejected

    ┌─────────────────────────────────────────────────────────┐

                                                            

      Continue subdividing until all segments are either    

      completely inside or completely outside the window    

                                                            

    └─────────────────────────────────────────────────────────┘

Algorithm Steps:

1.      Calculate position of both endpoints

2.      Perform OR operation on both endpoints

3.      If OR = 0000 → line is visible

4.      Else, perform AND operation

5.      If AND ≠ 0000 → line is invisible

6.      Else (AND = 6000) → line needs clipping

7.      Find midpoint: Xm = (x1 + x2)/2, Ym = (y1 + y2)/2

8.      Check if midpoint is near window boundary

9.      Repeat steps 1-5 for each half until line is fully visible or fully rejected

10. Stop