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Computer Graphics

● Computer Graphics is the creation of pictures with the help of a computer.


The end product of the computer graphics is a picture it may be a business
graph, drawing, and engineering
● Computer graphics are used to visually communicate information, create
realistic simulations, and enhance user experience across various fields.They
are essential in entertainment, design, education, scientific research (data
visualization) and user interface design (e.g. software and web interface).
● Graphics makes complex data understandable and improve engagement

Types of Computer Graphics


● Raster Graphics: In raster, graphics pixels are used for an image to be
drawn. It is also known as a bitmap image in which a sequence of images is
into smaller pixels. Basically, a bitmap indicates a large number of pixels
together.
● Vector Graphics: In vector graphics, mathematical formulae are used to
draw different types of shapes, lines, objects, and so on.

Applications of Computer Graphics


● Computer Graphics are used for the aided design of systems
engineering and architectural systems- These are used in electrical
automobiles and electro-mechanical, and electronic devices. For example
gears and bolts.
● Computer Art – MS Paint.
● Presentation Graphics – It is used to summarize financial statistical
scientific or economic data. For example- Bar charts systems and line charts.
● Entertainment- It is used in motion pictures, music videos, and television
gaming.
● Education and training- It is used to understand the operations of complex
systems. It is also used for specialized systems such as framing for captains,
pilots, and so on.
● Visualization- To study trends and patterns. For example- Analyzing
satellite photos of earth.

History of Computer Graphics


● SKETCHPAD by Ivan Sutherland in 1960-
[1]
○ Sketchpad (a.k.a. Robot Draftsman ) is a computer program written
by Ivan Sutherland in 1963 in the course of his PhD thesis.
○ It’s been dubbed a “breakthrough” in computer graphics. For
example, the graphical user interface (GUI) was derived from
Sketchpad.
○ It enabled users to design and draw in real time directly on the
computer displays, using a light pen. The light pen uses to draw,
move and modify objects directly on the display.
○ Sketchpad ran on the Lincoln TX-2 (1958) computer at MIT,
which had 64k of 36-bit words.

DISPLAY
● Cathode Ray Tube (CRT):
A cathode ray tube (CRT) is a specialized vacuum tube in which
images are produced when an electron beam strikes a
phosphorescent surface. It modulates, accelerates, and deflects
electron beam(s) onto the screen to create the images. Most desktop
computer displays make use of CRT for image-displaying purposes.

● Components of CRT:
● Nixie Tube
● Flip-disc display
LCD (Liquid Crystal Display):

● How it works: Uses liquid crystals that are aligned by electric fields to
modulate light. It requires a backlight to illuminate the display.
● Pros: Good color accuracy and brightness; energy-efficient for its
category.
● Cons: Limited contrast ratio and viewing angles compared to newer
technologies.

Plasma (1995):

● How it works: Uses ionized gases (plasma) to produce light. Each pixel
is made up of cells filled with gases that emit light when electrically
charged.
● Pros: Excellent color accuracy, deep blacks, and high contrast ratios.
● Cons: Heavier, consumes more power, and can suffer from screen
burn-in.

LED (Light Emitting Diode):

● How it works: A type of LCD that uses LEDs for backlighting instead of
traditional fluorescent lights. There are two main types: edge-lit and
direct-lit.
● Pros: Better contrast, brighter displays, and more energy-efficient
compared to traditional LCDs.
● Cons: Color accuracy and uniformity can vary based on the type of LED
backlighting.

OLED (Organic Light Emitting Diode):

● How it works: Uses organic compounds that emit light when an electric
current is applied. Each pixel generates its own light.
● Pros: Excellent color accuracy, true blacks, high contrast ratios, and
flexible designs.
● Cons: Generally more expensive, potential for burn-in, and sometimes
less bright than LED displays.

AMOLED (Active Matrix Organic Light Emitting Diode):


● How it works: A type of OLED with an active matrix of thin-film
transistors (TFTs) to control the pixels. This improves response time
and resolution.
● Pros: Superior color reproduction, high contrast, and better energy
efficiency for darker images.
● Cons: Can still suffer from burn-in and may have shorter lifespan
compared to LCDs.

E-Ink (Electronic Ink):

● How it works: Uses tiny capsules filled with charged particles that
rearrange to form text or images when an electric field is applied.
Commonly used in e-readers like Kindle.
● Pros: Very low power consumption, excellent readability in direct
sunlight, and paper-like appearance.
● Cons: Limited to grayscale or basic color, slower refresh rates, and
generally not suited for video or high-speed content.

PRINTING TECHNOLOGY

Prehistoric, Ancient & Medieval

● Clay Tablets:
○ How it works: Symbols or text are inscribed onto wet clay tablets
using a stylus or other sharp tools. The tablets are then baked or
dried to harden them.
○ Use: Common in ancient Mesopotamia (e.g., Sumerian
cuneiform) and other early civilizations for record-keeping and
communication.
● Wood Block Printing:
○ How it works: Carving a design into a block of wood, applying ink,
and then pressing it onto paper or fabric. Each block can only be
used for a single color.
○ Use: Originated in China and was used for printing text and
images on paper and textiles. It spread to other regions, including
Europe.
● Stencils/Masks:
○ How it works: Creating a design by cutting out shapes from a
material (like paper or metal) and applying ink or paint through the
openings. Masks can be reused for multiple prints.
○ Use: Used in various cultures for decorating and marking objects,
from ancient pottery to medieval manuscripts.
● Seals and Stamps:
○ How it works: An engraved or carved surface is pressed into a
medium like wax or clay to create an impression of the design or
text.
○ Use: Used for authentication, decoration, and communication,
especially in ancient and medieval times.

Modern

5. Lithography:
○ How it works: Based on the principle that oil and water repel each
other. An image is drawn on a flat stone or metal plate with a
greasy substance, then inked and pressed onto paper.
○ Use: Developed in the late 18th century and widely used for
producing high-quality prints and artwork.
6. Flat-bed Printing Press:
○ How it works: An early type of press where the printing plate is
flat, and the paper is pressed onto it by a platen.
○ Use: Used for producing books, newspapers, and other printed
materials, especially from the 15th to 19th centuries.
7. Rotary Printing Press:
○ How it works: Uses cylindrical plates or rollers to print onto paper
as it passes through the press. This allows for continuous printing
and is much faster than flat-bed presses.
○ Use: Revolutionized mass production of newspapers and
magazines in the 19th century.
8. Offset Press:
○ How it works: The inked image is first transferred (or "offset") from
a plate to a rubber blanket and then to the printing surface. This
method allows for high-quality prints and is suitable for various
substrates.
○ Use: Dominant method for commercial printing of books,
newspapers, and magazines.
9. Screenprinting:
○ How it works: A stencil is placed on a screen, and ink is pushed
through the open areas of the stencil onto the substrate. Each
color requires a separate screen.
○ Use: Popular for printing on textiles, posters, and other materials.
10. Dot Matrix Printing (DMP):
○ How it works: Uses a matrix of tiny dots to form characters and
images. A print head with pins strikes an inked ribbon to create
the dots on paper.
○ Use: Common in early computer printers and for printing multipart
forms.
11. Thermal Printing (Thermochromic):
○ How it works: Applies heat to a special thermochromic paper,
causing it to change color and form text or images. No ink is
used; the paper itself reacts to heat.
○ Use: Used in receipts, labels, and some types of ticketing
systems.
12. Laser Printing:
○ How it works: Uses a laser beam to create an electrostatic image
on a drum, which is then transferred to paper using toner. The
toner is fused to the paper with heat.
○ Use: Widely used for high-quality, fast, and reliable printing in
office and home environments

● Raster-Scan Displays
○ Raster Scan Displays are most common type of graphics monitor
which employs CRT. It is based on television technology. In raster
scan system electron beam sweeps across the screen, from top
to bottom covering one row at a time.A pattern of illuminated
pattern of spots is created by turning beam intensity on and off as
it moves across each row.
○ In raster scan systems refreshing is done at a rate of 60-80
frames per second
○ In modern displays, the principles of raster scanning are still
used, but instead of an electron beam, we have pixels controlled
by digital signals in technologies like LCD, LED, OLED, and
others.

● NOTE
○ Real-time computer graphics are constrained by a combination of
hardware limitations, performance considerations, rendering
techniques, computational complexity, network issues, power
consumption, and development challenges. Addressing these
constraints involves a mix of optimization strategies, efficient
algorithms, and careful management of resources to balance
visual fidelity and performance.

● Graphics Pipeline Overview


○ The graphics pipeline, also known as the rendering
pipeline, is a sequence of stages used in computer
graphics to convert 3D models and scenes into 2D images
displayed on the screen.
○ The graphics pipeline, consists of several stages through
which data passes to produce the final image. Each stage
performs specific tasks, transforming the input data step by
step.
● 1>
○ Data Input: Data input refers to the initial set of
information provided to the graphics pipeline. This includes
all the raw data that needs to be processed to produce the
final image.
■ Uniform State: Uniforms are a type of data used
to pass consistent values to shaders across multiple
vertices or fragments. They are called “uniform”
because their value remains constant for all
processed vertices or fragments within a single draw
call.
■ Vertex Array: Vertex Arrays are used to store
per-vertex attributes that describe the geometry of
objects in a scene. These attributes include
positions, normals, texture coordinates, and colors.
■ Element Array: Element Arrays, also known as
Index Buffers or Element Index Buffers, are used to
define the order in which vertices are connected to
form primitives.
● 2>
○ Vertex Shader
○ The vertex shader is a programmable stage in the graphics
pipeline that processes each vertex's data, applies
transformations, and outputs the final position and
attributes of the vertex for the next stage.
○ Input
■ Per-Vertex Data: Attributes specific to each vertex,
such as position, normal, color, and texture
coordinates. These are input to the vertex shader
and processed individually for each vertex.
■ Uniform State: Global values that remain constant
across all vertices for a single draw call, such as
transformation matrices and lighting parameters.
These are set outside the shader and used for
consistent calculations

○ Output
■ Position: The final position of the vertex in clip
space, used in further stages.
■ For Next Shader: The processed data, such as
transformed positions and attributes, is passed to the
next stage (e.g., fragment shader) for additional
processing.
● 3>
○ Triangle Assembly
○ Triangle Assembly refers to the process of creating
triangles from vertex data to form the basic building blocks
of 3D models. Triangles are a common primitive type
because they are simple, planar, and always convex,
making them versatile for rendering complex shapes.
○ Element Array (Index Buffer): A buffer containing
indices that reference vertices in the Vertex Array, used to
efficiently assemble triangles and other primitives.
○ Benefits: Reduces memory usage, improves
performance through efficient indexing and cache
optimization, and simplifies data management

● Rasterization
○ Rasterization involves converting geometric shapes,
defined by vertices, into a 2D grid of pixels. This process
determines which pixels (fragments) are covered by each
primitive and calculates the attributes (such as color and
depth) for these fragments

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