Graphics process and<br />Types of Transformations<br />Introduction toComputer Graphics<br />Prepared By:<br />Mohammad A...
The Graphics Process<br />
Step 1 – The Game is Launched<br />
Step 2 – The Data Loads into RAM<br />
Step 3 – The CPU Processes the Data<br />
Step 4 – The Graphics Driver Translates the Data<br />
Step 5 – The Graphics Port Transfers the Data<br />
Step 6 – The VRAM Stores the Data<br />
Step 7 – The GPU Core Processes the Data<br />
The Graphics Pipeline<br />
Transformation<br />
1- Translation<br />Translation Matrix<br />
1- Translation<br />Example <br />
2- Scaling & Reflection<br />Scaling & Reflection Matrix<br />If Sx=Sy=Sz Uniform Scaling (&gt;1: Expansion, &lt;1 : Comp...
2- Scaling & Reflection<br />Example 1: Scaling<br />
2- Scaling & Reflection<br />Example 2: Reflection<br />
3- Shear<br />Shear Matrix<br />The resulting coordinates depend Linearly on the original ones.<br />
3- Shear<br />Example<br />
4- Rotation<br />Rotation Matrices<br />
4- Rotation<br />Example<br />
References<br />NPTEL – Computer Graphics Video Course. Link<br />Tweak Guides - The Gamers&apos; Graphics & Display Setti...
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Introduction to Computer Graphics

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Basic introduction to computer graphics and graphics pipeline.

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Introduction to Computer Graphics

  1. 1. Graphics process and<br />Types of Transformations<br />Introduction toComputer Graphics<br />Prepared By:<br />Mohammad Abdelilah – MostafaKhairy – TarekKhatab<br />
  2. 2. The Graphics Process<br />
  3. 3. Step 1 – The Game is Launched<br />
  4. 4. Step 2 – The Data Loads into RAM<br />
  5. 5. Step 3 – The CPU Processes the Data<br />
  6. 6. Step 4 – The Graphics Driver Translates the Data<br />
  7. 7. Step 5 – The Graphics Port Transfers the Data<br />
  8. 8. Step 6 – The VRAM Stores the Data<br />
  9. 9. Step 7 – The GPU Core Processes the Data<br />
  10. 10. The Graphics Pipeline<br />
  11. 11. Transformation<br />
  12. 12. 1- Translation<br />Translation Matrix<br />
  13. 13. 1- Translation<br />Example <br />
  14. 14. 2- Scaling & Reflection<br />Scaling & Reflection Matrix<br />If Sx=Sy=Sz Uniform Scaling (&gt;1: Expansion, &lt;1 : Compression)<br />If they’re not equal  Non-Uniform Scaling<br />If Sx or Sy or Szhave negative values  Reflection<br />
  15. 15. 2- Scaling & Reflection<br />Example 1: Scaling<br />
  16. 16. 2- Scaling & Reflection<br />Example 2: Reflection<br />
  17. 17. 3- Shear<br />Shear Matrix<br />The resulting coordinates depend Linearly on the original ones.<br />
  18. 18. 3- Shear<br />Example<br />
  19. 19. 4- Rotation<br />Rotation Matrices<br />
  20. 20. 4- Rotation<br />Example<br />
  21. 21. References<br />NPTEL – Computer Graphics Video Course. Link<br />Tweak Guides - The Gamers&apos; Graphics & Display Settings Guide. Link<br />MIT – Computer Graphics Open Courseware. Link<br />David Breen – Computer Graphics I. Link<br />

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