This document provides an introduction to computer graphics, including key concepts such as color models, graphics hardware, and software packages. It outlines the main components of graphics including theory, algorithms, and implementation. Popular graphics applications are discussed such as art/entertainment, image processing, simulation, scientific visualization, and CAD/CAM. Color models like RGB, CMY, HSV are explained. Graphics hardware including line drawing devices, raster devices, and frame buffers are covered at a high level.
11. RM [1]-11
Graphics: Main Components
Theory
Analytical Geometry
Vectors and Matrices
Algorithms
Eg: Line drawing, Filling etc.
Implementation
Programming (OpenGL)
12. RM [1]-12
Graphics Hardware
Line Drawing Devices:
Eg. Pen Plotters
Advantages: Perfect lines, Sharp Diagrams
Disadvantages: Not suitable for filled regions.
13. RM [1]-13
Graphics Hardware
Raster Devices: Create pictures by displaying
dots
Eg: Video monitor, dot-matrix printer, laser
printer, ink-jet printer, film recorder
Advantages: Filled, shaded regions are easily
displayed
Disadvantages: Jaggies
Pixel
14. RM [1]-14
Pixel Depth
Pixel depth refers to the number of bits used
to represent a pixel value.
1 bit/pixel: 0
1
2 Levels
(Bi-level image)
2 bits/pixel: 0
0
4 Levels
0
1
1 0
1 1
15. RM [1]-15
Pixel Depth
1 bit per pixel produce 2 levels (bi-
level image).
2 bits per pixel produce 4 levels.
8 bits per pixel produce 256 levels.
In general, if the pixel depth is n, then
it is possible to have 2n levels.
16. RM [1]-16
Raster Display
Most display used for computer graphics nowadays
are raster displays.
Image presented in display surface that contains
certain number of pixels. Eg. 480 x 640 (r x c).
Frame buffer is a region of memory sufficiently large to
hold all the pixel values for display.
17. RM [1]-17
Frame Buffer
System with 64 color (3 DACs):
Each DAC uses 2 bits/pixel.
Total color: 4 x 4 x 4 = 64
If the display surface is 1024 x 1280, then the
memory required for frame buffer is 0.9375 MB
Monochrome Video display:
Only one DAC required. 6 planes of memory in frame
buffer gives 26 = 64 level of gray.
18. RM [1]-18
Frame Buffer
System with 24 bit color (3 DACs):
Each DAC uses 8 bits/pixel. (Total 24 bits/pixel)
Total color: 28 x 28 x 28 = 224
If the display surface is 1024 x 1280, then the memory
required for frame buffer is 3.75MB
19. RM
Basis colors: R, G, B
R: Red=[1, 0, 0]
G: Green=[0, 1, 0]
B: Blue=[0, 0, 1]
C: Cyan=[0, 1, 1]
M: Magenta=[1, 0, 1]
Y:Yellow=[1, 1, 0]
W:White=[1,1,1]
K: Black=[0,0,0]
Color Models: RGB Diagram
• RGB Model is used for colored light sources
• RGB Model is additive
20. RM [1]-20
Complementary Colors: Two colors that combine to form
White. Eg. Red, Cyan.
Gray Values: Every point on the primary diagonal has equal
values for all the components.
Color Models: RGB Cube
21. RM [1]-21
Basis colors: C, M, Y
C: Cyan=[1, 0, 0]
M: Magenta=[0, 1, 0]
Y: Yellow=[0, 0, 1]
R: Red=[0, 1, 1]
G: Green=[1, 0, 1]
B: Blue=[1, 1, 0]
W:White=[0,0,0]
K: Black=[1,1,1]
Color Models: CMY Diagram
• CMY Model is used for colored pigments
• CMY Model is subtractive
22. RM [1]-22
Color Models: RGB <-> CMY
(r, g, b)RGB = (1,1,1) (c, m, y)CMY
Light
A red colored surface
absorbs cyan from a
white light
24. RM [1]-24
H (Hue): 0 to 360 degrees 0: Red, 60: Yellow ….
S (Saturation): 0 to 1 0: Axis, 1: Boundary
V (Value): 0 to 1 0: Vertex, 1: Base
Examples:
Eg. Yellow: [60, 1.0, 1.0]
Black: [ -, -, 0.0]
White: [-, 0.0, 1.0]
Color Models: HSV
25. RM [1]-25
RGB Color Definition (OpenGL)
Set a particular color: glColor3f(r,g,b);
Set a background color: glClearColor(r,g,b,1);
Clear the window to background color:
glClear(GL_COLOR_BUFFER_BIT);