4. Applications
• GUI
– Menus
– Icons
– Curser
– Dialog boxes
– Scroll bars
– Buttons
– Grids (Used to align an object in 2D Graphics)
– Valuators (Sliders)
– Sketching (Paint)
– 3-D interface (Used to manipulate 2D object as
3D Object on 2D Devices)
5. • Plotting in business
– Used show the economical type of data like
growth rate , expenditure etc.
• Office automation
– Editing documents , handling statistical data
making presentation
• Desktop publishing
– Designing documents and presentation
• Plotting in science & technology
– Used to draw almost every data in graphical
forms
6. • Web/business/commercial publishing and
advertisements
– Adds, Video screens etc.
• CAD/CAM design
– VLSI, Construction, Circuits
• Scientific visualization
– Animation in genetic engineering, biological
sciences
• Entertainment
– Movies, Games etc.
7. • Simulators and simulation studies
– Various mechanical and chemical processes
– Study of nuclear explosions
– Study of disaster management
– Flight Simulations of space shuttle ,car driving
• Cartography
– Creation of maps, Civil engineering, geology
etc.
• Multimedia
– Cobines audeo, video and tetx pictures
8. • Virtual reality
• Process monitoring
– Monitor Chemical/ Mechanical processes by
sensors and alerting in case of something
wrong
• Digital image processing
– Enhancing image quality
• Education and training
– Students, professionals etc
9. Graphics standards
• GKS (graphical kernel system)
– By ISO and ANSI
• SRGP (Simple Raster Graphics Package)
• PHIGS (Programmers Hierarchical
Interactive Graphics System)
• OpenGL
10. Various Compilers
• Visual c/C++
• Visual Basic
• Borland C/C++
• Borland Pascal
• Turbo C
• Turbo Pascal
• JAVA’s graphical libraries, API
11. Basic output primitives for drawing
pictures
• Polyline
• Filled polygons (Enclosed regions)
• Ellipse (Arc)
• Text (Style and orientation)
• Raster Image
12. Computer graphics systems
• Active (Having control on displayed data )
• Passive (Does not have any control on
displayed data)
13. Concepts and principles of CG
• Display Systems
– Storage Displays, Random Scan, Raster
refresh displays, CRT basics, video basics ,
Flat panel displays
• Transformations
– (2-D and 3-D) Translation, Rotation,
Reflection, Shearing
– Viewing/projections
14. • Scan Conversion and clipping
– Drawing of points, lines, circles etc. Area
filling, filling style, Clipping algorithms, anti
aliasing etc.
• Hidden Surface Removal
– Back face removal, Z buffer sorting, painter’s
algorithm, Ray tracing etc.
• Shading and Illumination
• Phong’s shading model, Shadows and
background, Color models etc.
Concepts and principles of CG cont.
15. • Solid Modeling
– Wire frame, Boundary representation,
Constructive solid geometry
• Curves and surfaces
– Bezier curves, Hermite curves etc.
• Graphics architecture
– Display processors, Multi processors systems
etc.
• Miscellaneous
– Animation, Projection and viewing, Image file
formats etc
Concepts and principles of CG cont.