Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
“ help.mbaassignments@gmail.com ”
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Call us at : 08263069601
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
help.mbaassignments@gmail.com
or
call us at : 08263069601
Performance analysis of chain code descriptor for hand shape classificationijcga
Feature Extraction is an important task for any Image processing application. The visual properties of any image are its shape, texture and colour. Out of these shape description plays important role in any image classification. The shape description method classified into two types, contour base and region based. The contour base method concentrated on the shape boundary line and the region based method considers whole area. In this paper, contour based, the chain code description method was experimented for different hand shape.
The chain code descriptor of various hand shapes was calculated and tested with different classifier such as k-nearest- neighbour (k-NN), Support vector machine (SVM) and Naive Bayes. Principal component analysis (PCA) was applied after the chain code description. The performance of SVM was found better than k-NN and Naive Bayes with recognition rate 93%.
Video surveillance is active research topic in
computer vision research area for humans & vehicles, so it is
used over a great extent. Multiple images generated using a fixed
camera contains various objects, which are taken under different
variations, illumination changes after that the object’s identity
and orientation are provided to the user. This scheme is used to
represent individual images as well as various objects classes in a
single, scale and rotation invariant model.The objective is to
improve object recognition accuracy for surveillance purposes &
to detect multiple objects with sufficient level of scale
invariance.Multiple objects detection& recognition is important
in the analysis of video data and higher level security system. This
method can efficiently detect the objects from query images as
well as videos by extracting frames one by one. When given a
query image at runtime, by generating the set of query features
and it will find best match it to other sets within the database.
Using SURF algorithm find the database object with the best
feature matching, then object is present in the query image.
B. SC CSIT Computer Graphics Unit 4 By Tekendra Nath YogiTekendra Nath Yogi
The document discusses various techniques for visible surface determination and surface rendering in 3D graphics. It covers algorithms like z-buffer, list priority, and scan line algorithms for visible surface detection. It also discusses illumination models, surface shading methods like Gouraud and Phong shading, and provides pseudocode examples for image space and object space visible surface determination methods. Specific algorithms covered in more detail include the back face detection, z-buffer, list priority, and scan line algorithms.
The document discusses different line and area attributes that can be used to display graphics primitives. It describes parameters like line type (solid, dashed, dotted), width, color, and fill style (solid, patterned, hollow). It explains how these attributes can be set using functions like setLineType() and setInteriorStyle(). Pixel masks and adjusting pixel counts are used to properly render dashed lines at different angles. Color can be represented directly or indirectly via color codes mapped to an output device's color capabilities. Patterns for filled areas are defined via 2D color arrays.
Two Dimensional Shape and Texture Quantification - Medical Image ProcessingChamod Mune
1. The document discusses various methods for quantifying two-dimensional shapes and textures in medical images, including statistical moments, spatial moments, radial distance measures, chain codes, Fourier descriptors, thinning, and texture measures.
2. Compactness, calculated using perimeter and area, quantifies how close a shape is to a circle. Spatial moments provide quantitative measurements of point distributions and shapes. Radial distance measures analyze boundary curvature. Chain codes represent boundary points.
3. Fourier descriptors and thinning/skeletonization reduce shapes to descriptors and graphs for analysis. Texture is quantified using statistical moments, co-occurrence matrices, spectral measures, and fractal dimensions.
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
help.mbaassignments@gmail.com
or
call us at : 08263069601
Performance analysis of chain code descriptor for hand shape classificationijcga
Feature Extraction is an important task for any Image processing application. The visual properties of any image are its shape, texture and colour. Out of these shape description plays important role in any image classification. The shape description method classified into two types, contour base and region based. The contour base method concentrated on the shape boundary line and the region based method considers whole area. In this paper, contour based, the chain code description method was experimented for different hand shape.
The chain code descriptor of various hand shapes was calculated and tested with different classifier such as k-nearest- neighbour (k-NN), Support vector machine (SVM) and Naive Bayes. Principal component analysis (PCA) was applied after the chain code description. The performance of SVM was found better than k-NN and Naive Bayes with recognition rate 93%.
Video surveillance is active research topic in
computer vision research area for humans & vehicles, so it is
used over a great extent. Multiple images generated using a fixed
camera contains various objects, which are taken under different
variations, illumination changes after that the object’s identity
and orientation are provided to the user. This scheme is used to
represent individual images as well as various objects classes in a
single, scale and rotation invariant model.The objective is to
improve object recognition accuracy for surveillance purposes &
to detect multiple objects with sufficient level of scale
invariance.Multiple objects detection& recognition is important
in the analysis of video data and higher level security system. This
method can efficiently detect the objects from query images as
well as videos by extracting frames one by one. When given a
query image at runtime, by generating the set of query features
and it will find best match it to other sets within the database.
Using SURF algorithm find the database object with the best
feature matching, then object is present in the query image.
B. SC CSIT Computer Graphics Unit 4 By Tekendra Nath YogiTekendra Nath Yogi
The document discusses various techniques for visible surface determination and surface rendering in 3D graphics. It covers algorithms like z-buffer, list priority, and scan line algorithms for visible surface detection. It also discusses illumination models, surface shading methods like Gouraud and Phong shading, and provides pseudocode examples for image space and object space visible surface determination methods. Specific algorithms covered in more detail include the back face detection, z-buffer, list priority, and scan line algorithms.
The document discusses different line and area attributes that can be used to display graphics primitives. It describes parameters like line type (solid, dashed, dotted), width, color, and fill style (solid, patterned, hollow). It explains how these attributes can be set using functions like setLineType() and setInteriorStyle(). Pixel masks and adjusting pixel counts are used to properly render dashed lines at different angles. Color can be represented directly or indirectly via color codes mapped to an output device's color capabilities. Patterns for filled areas are defined via 2D color arrays.
Two Dimensional Shape and Texture Quantification - Medical Image ProcessingChamod Mune
1. The document discusses various methods for quantifying two-dimensional shapes and textures in medical images, including statistical moments, spatial moments, radial distance measures, chain codes, Fourier descriptors, thinning, and texture measures.
2. Compactness, calculated using perimeter and area, quantifies how close a shape is to a circle. Spatial moments provide quantitative measurements of point distributions and shapes. Radial distance measures analyze boundary curvature. Chain codes represent boundary points.
3. Fourier descriptors and thinning/skeletonization reduce shapes to descriptors and graphs for analysis. Texture is quantified using statistical moments, co-occurrence matrices, spectral measures, and fractal dimensions.
The document discusses image representation and feature extraction techniques. It describes how representation makes image information more accessible for computer interpretation using either boundaries or pixel regions. Feature extraction quantifies these representations by extracting descriptors like geometric properties, statistical moments, and textures. Desirable properties for descriptors include being invariant to transformations, compact, robust to noise, and having low complexity. Various boundary and regional descriptors are defined, such as chain codes, shape numbers, and moments.
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
“ help.mbaassignments@gmail.com ”
or
Call us at : 08263069601
(Prefer mailing. Call in emergency )
Beginning direct3d gameprogramming04_3dfundamentals_20160414_jintaeksJinTaek Seo
This document provides an overview of 3D fundamentals for beginning Direct3D game programming, including topics like vertices and vectors, orientation, faces and polygons, normals, shading models, and basic texture mapping. It explains concepts like the left-handed coordinate system in Direct3D, defining vertices with x, y, z coordinates, using vectors to represent position and direction, calculating face normals, applying textures via texture coordinates, and Gouraud shading. The goal is to lay the groundwork for understanding 3D graphics basics needed to work with Direct3D.
The document discusses different techniques for solid modeling, including boundary representation (B-rep) and constructive solid geometry (CSG). B-rep uses faces, edges and vertices to represent a solid's boundary. CSG constructs solids by combining basic geometric entities using set-theoretic operations like union and difference. The document also covers data structures for representing solids, such as winged edge and half edge, and file formats for storing 3D models, such as OFF and PLY.
The document discusses using the Hough transform for edge detection and boundary linking in images. [1] The Hough transform is a technique that can find edge points that lie along a straight line or curve without needing prior knowledge about the position or orientation of lines in the image. [2] It works by transforming each edge point in the image space to a line in the parameter space, and the intersection of lines corresponds to parameters of the line on which multiple edge points lie. [3] The Hough transform can handle cases like vertical lines that pose problems for other edge linking techniques.
The Hough transform is a feature extraction technique used in image analysis and computer vision to detect shapes within images. It works by detecting imperfect instances of objects of a certain class of shapes via a voting procedure. Specifically, the Hough transform can be used to detect lines, circles, and other shapes in an image if their parametric equations are known, and it provides robust detection even under noise and partial occlusion. It works by quantizing the parameter space that describes the shape and counting the number of votes each parametric description receives from edge points in the image.
A polygon mesh is a 3D surface made of vertices, edges, and faces that defines the shape of a polyhedral object. It can be constructed using box modeling with subdivision and extrusion tools, inflation modeling by extruding a 2D shape, or connecting primitive 3D shapes. Polygon meshes are commonly represented through face-vertex or winged-edge structures and can be rendered with flat, Gouraud, or Phong shading models. However, polygons only approximate curved surfaces and lose geometric information.
This document discusses anti-aliasing techniques and fractal curves. It begins with an overview of anti-aliasing and how it reduces jagged edges by smoothing pixels. It then discusses area sampling as an anti-aliasing technique, including weighted and unweighted approaches. The document also covers the Koch curve and C curve fractals. It provides examples of how each curve is constructed recursively to become more detailed through additional iterations.
Complex numbers were first conceived by Cardano to solve cubic equations and ultimately led to the fundamental theorem of algebra. Complex numbers form an algebraically closed field where any polynomial equation has a root. Rules for addition, subtraction, and multiplication of complex numbers were developed by Bombelli. Complex numbers can be expressed as a + bi and are used throughout fields like signal processing, image processing, and more. Fractals generated from complex numbers produce beautiful patterns through iteration.
The document discusses assignment problems and the Hungarian method for solving them. It begins by introducing the concept of assignment problems where the goal is to assign n jobs to n workers in a way that maximizes profit or efficiency. It then provides the mathematical formulation of an assignment problem as minimizing a cost function subject to constraints. The bulk of the document describes the Hungarian method, a multi-step algorithm for finding optimal assignments. It involves row/column reductions, finding a complete assignment of zeros, drawing lines to cover remaining zeros, and modifying the cost matrix to increase the number of zeros. An example is provided to illustrate the method.
This document discusses various techniques for representing and describing images for image processing and segmentation. It covers chain codes, polygonal approximations using minimum perimeter polygons and merging/splitting techniques, signatures which provide a 1D functional representation of boundaries, boundary segments to extract information from concave parts of objects, and skeletons which reduce regions to graphs by obtaining medial axis transformations. It also provides examples of thinning algorithms used to obtain skeletons by iteratively deleting contour points while ensuring the overall shape is preserved.
The document provides an overview of Bezier curves and B-spline curves. It discusses how computers represent curves using small line segments, and the problems with this approach. It then introduces Bezier curves as an alternative that uses control points to define curves. The properties of cubic Bezier curves are explained. B-spline curves are presented as a way to combine multiple Bezier curve segments into a single continuous curve. The document provides examples and details the mathematical definitions and properties of Bezier and B-spline curves.
The document discusses different techniques for filling polygons, including boundary fill, flood fill, and scan-line fill methods. It provides details on how each technique works, such as using a seed point and filling neighboring pixels for boundary fill, replacing all pixels of a selected color for flood fill, and drawing pixels between edge intersections for each scan line for scan-line fill. Examples are given to illustrate the filling process for each method.
This document describes using thresholding techniques to recognize shapes in an image. It begins by discussing image segmentation and thresholding. Different thresholding methods are then applied to an example image, including manual thresholding based on RGB and HSV color spaces. Seven objects are identified using various threshold values. The number of objects and circles are then determined. Radius of identified circles is also computed using their centroids. The techniques accurately segmented and identified various shapes using thresholding without other advanced methods.
To develop an Application to visualize the key board of computer with the concept of image processing. The virtual
keyboard should be accessible and functioning. The keyboard must give input to computer. With the help of camera, image
of keyboard will be fetched. The typing will be captured by camera, as we type on cardboard simply drawn on paper. Camera
will capture finger movement while typing. So basically this is giving the virtual keyboard.
As the technology advances, more and more systems are introduced which will look after the users comfort. Few
years before hard switches were used as keys. Traditional QWERTY keyboards are bulky and offer very little in terms of
enhancements. Now-a-days soft touch keypads are much popular in the market. These keypads give an elegant look and a
better feel. Currently keyboards are static and their interactivity and usability would increase if they were made dynamic and
adaptable. Various on-screen virtual keyboards are available but it is difficult to accommodate full sized keyboard on the
screen as it creates hindrance to see the documents being typed. Virtual Keyboard has no physical appearance. Although
other forms of Virtual Keyboards exist; they provide solutions using specialized devices such as 3D cameras. Due to this, a
practical implementation of such keyboards is not feasible. The Virtual Keyboard that we propose uses only a standard web
camera, with no additional hardware. Thus we see that the new technology always has more Benefits and is more userfriendly.
The document discusses the Hungarian method for solving assignment problems. It begins by defining an assignment problem and providing examples. It then explains the steps of the Hungarian method, which involves reducing the cost matrix to find the optimal assignment that minimizes total cost. Three example problems are provided and solved using the Hungarian method. The key steps are row reduction, column reduction, and eliminating zeros with lines to reach the optimal solution.
This lecture contains the detail of isometric projections of an object. This will improve your skills to draw isometric views which is the major part of engineering drawings.
This document provides an overview of key concepts for graphing and understanding absolute value functions in Algebra II Chapter 2. It defines absolute value functions and their key features, including that the absolute value of f(x) gives the distance from the y-axis. Students will learn to graph absolute value functions by hand and using technology. The general form of an absolute value function is given as y = a|x - h| + k and examples are provided to show transformations from the standard form. Practice problems are assigned from the textbook.
This document provides an overview of basic graphics and animation capabilities in Java. It discusses how to draw various shapes like lines, rectangles, ovals, arcs and polygons using the Graphics class. Key methods for drawing shapes are described, including drawLine(), drawRect(), drawOval(), drawArc(), and drawPolygon(). Examples are given to demonstrate how to use these methods to draw simple shapes and composite figures like a human face. The document also explains Java's coordinate system and how shapes are drawn within the canvas area.
The document provides information about computer graphics concepts including:
1. Summarizing questions and answers about 3D triangles, rotation matrices, vector operations, splines, and computer graphics techniques like environment mapping and anti-aliasing.
2. Explaining modifications made to the active edge list algorithm to enable scan conversion of different triangle types like smoothly shaded, textured, and environment mapped triangles.
3. Deriving the 4x4 projection matrix that maps a 3D object point to its shadow point on a plane, to create planar shadows.
The document discusses various topics related to computer graphics and video display devices. It begins with definitions of key terms like scan conversion and rasterization. It then discusses properties of video display devices like persistence and resolution. Various input and output devices are mentioned along with color display techniques. Concepts related to CRTs like beam retrace and frame buffers are explained. The document also covers graphics transformations, projections, animation, and algorithms like Bresenham's line drawing and Cohen-Sutherland line clipping.
The document discusses image representation and feature extraction techniques. It describes how representation makes image information more accessible for computer interpretation using either boundaries or pixel regions. Feature extraction quantifies these representations by extracting descriptors like geometric properties, statistical moments, and textures. Desirable properties for descriptors include being invariant to transformations, compact, robust to noise, and having low complexity. Various boundary and regional descriptors are defined, such as chain codes, shape numbers, and moments.
Dear students get fully solved assignments
Send your semester & Specialization name to our mail id :
“ help.mbaassignments@gmail.com ”
or
Call us at : 08263069601
(Prefer mailing. Call in emergency )
Beginning direct3d gameprogramming04_3dfundamentals_20160414_jintaeksJinTaek Seo
This document provides an overview of 3D fundamentals for beginning Direct3D game programming, including topics like vertices and vectors, orientation, faces and polygons, normals, shading models, and basic texture mapping. It explains concepts like the left-handed coordinate system in Direct3D, defining vertices with x, y, z coordinates, using vectors to represent position and direction, calculating face normals, applying textures via texture coordinates, and Gouraud shading. The goal is to lay the groundwork for understanding 3D graphics basics needed to work with Direct3D.
The document discusses different techniques for solid modeling, including boundary representation (B-rep) and constructive solid geometry (CSG). B-rep uses faces, edges and vertices to represent a solid's boundary. CSG constructs solids by combining basic geometric entities using set-theoretic operations like union and difference. The document also covers data structures for representing solids, such as winged edge and half edge, and file formats for storing 3D models, such as OFF and PLY.
The document discusses using the Hough transform for edge detection and boundary linking in images. [1] The Hough transform is a technique that can find edge points that lie along a straight line or curve without needing prior knowledge about the position or orientation of lines in the image. [2] It works by transforming each edge point in the image space to a line in the parameter space, and the intersection of lines corresponds to parameters of the line on which multiple edge points lie. [3] The Hough transform can handle cases like vertical lines that pose problems for other edge linking techniques.
The Hough transform is a feature extraction technique used in image analysis and computer vision to detect shapes within images. It works by detecting imperfect instances of objects of a certain class of shapes via a voting procedure. Specifically, the Hough transform can be used to detect lines, circles, and other shapes in an image if their parametric equations are known, and it provides robust detection even under noise and partial occlusion. It works by quantizing the parameter space that describes the shape and counting the number of votes each parametric description receives from edge points in the image.
A polygon mesh is a 3D surface made of vertices, edges, and faces that defines the shape of a polyhedral object. It can be constructed using box modeling with subdivision and extrusion tools, inflation modeling by extruding a 2D shape, or connecting primitive 3D shapes. Polygon meshes are commonly represented through face-vertex or winged-edge structures and can be rendered with flat, Gouraud, or Phong shading models. However, polygons only approximate curved surfaces and lose geometric information.
This document discusses anti-aliasing techniques and fractal curves. It begins with an overview of anti-aliasing and how it reduces jagged edges by smoothing pixels. It then discusses area sampling as an anti-aliasing technique, including weighted and unweighted approaches. The document also covers the Koch curve and C curve fractals. It provides examples of how each curve is constructed recursively to become more detailed through additional iterations.
Complex numbers were first conceived by Cardano to solve cubic equations and ultimately led to the fundamental theorem of algebra. Complex numbers form an algebraically closed field where any polynomial equation has a root. Rules for addition, subtraction, and multiplication of complex numbers were developed by Bombelli. Complex numbers can be expressed as a + bi and are used throughout fields like signal processing, image processing, and more. Fractals generated from complex numbers produce beautiful patterns through iteration.
The document discusses assignment problems and the Hungarian method for solving them. It begins by introducing the concept of assignment problems where the goal is to assign n jobs to n workers in a way that maximizes profit or efficiency. It then provides the mathematical formulation of an assignment problem as minimizing a cost function subject to constraints. The bulk of the document describes the Hungarian method, a multi-step algorithm for finding optimal assignments. It involves row/column reductions, finding a complete assignment of zeros, drawing lines to cover remaining zeros, and modifying the cost matrix to increase the number of zeros. An example is provided to illustrate the method.
This document discusses various techniques for representing and describing images for image processing and segmentation. It covers chain codes, polygonal approximations using minimum perimeter polygons and merging/splitting techniques, signatures which provide a 1D functional representation of boundaries, boundary segments to extract information from concave parts of objects, and skeletons which reduce regions to graphs by obtaining medial axis transformations. It also provides examples of thinning algorithms used to obtain skeletons by iteratively deleting contour points while ensuring the overall shape is preserved.
The document provides an overview of Bezier curves and B-spline curves. It discusses how computers represent curves using small line segments, and the problems with this approach. It then introduces Bezier curves as an alternative that uses control points to define curves. The properties of cubic Bezier curves are explained. B-spline curves are presented as a way to combine multiple Bezier curve segments into a single continuous curve. The document provides examples and details the mathematical definitions and properties of Bezier and B-spline curves.
The document discusses different techniques for filling polygons, including boundary fill, flood fill, and scan-line fill methods. It provides details on how each technique works, such as using a seed point and filling neighboring pixels for boundary fill, replacing all pixels of a selected color for flood fill, and drawing pixels between edge intersections for each scan line for scan-line fill. Examples are given to illustrate the filling process for each method.
This document describes using thresholding techniques to recognize shapes in an image. It begins by discussing image segmentation and thresholding. Different thresholding methods are then applied to an example image, including manual thresholding based on RGB and HSV color spaces. Seven objects are identified using various threshold values. The number of objects and circles are then determined. Radius of identified circles is also computed using their centroids. The techniques accurately segmented and identified various shapes using thresholding without other advanced methods.
To develop an Application to visualize the key board of computer with the concept of image processing. The virtual
keyboard should be accessible and functioning. The keyboard must give input to computer. With the help of camera, image
of keyboard will be fetched. The typing will be captured by camera, as we type on cardboard simply drawn on paper. Camera
will capture finger movement while typing. So basically this is giving the virtual keyboard.
As the technology advances, more and more systems are introduced which will look after the users comfort. Few
years before hard switches were used as keys. Traditional QWERTY keyboards are bulky and offer very little in terms of
enhancements. Now-a-days soft touch keypads are much popular in the market. These keypads give an elegant look and a
better feel. Currently keyboards are static and their interactivity and usability would increase if they were made dynamic and
adaptable. Various on-screen virtual keyboards are available but it is difficult to accommodate full sized keyboard on the
screen as it creates hindrance to see the documents being typed. Virtual Keyboard has no physical appearance. Although
other forms of Virtual Keyboards exist; they provide solutions using specialized devices such as 3D cameras. Due to this, a
practical implementation of such keyboards is not feasible. The Virtual Keyboard that we propose uses only a standard web
camera, with no additional hardware. Thus we see that the new technology always has more Benefits and is more userfriendly.
The document discusses the Hungarian method for solving assignment problems. It begins by defining an assignment problem and providing examples. It then explains the steps of the Hungarian method, which involves reducing the cost matrix to find the optimal assignment that minimizes total cost. Three example problems are provided and solved using the Hungarian method. The key steps are row reduction, column reduction, and eliminating zeros with lines to reach the optimal solution.
This lecture contains the detail of isometric projections of an object. This will improve your skills to draw isometric views which is the major part of engineering drawings.
This document provides an overview of key concepts for graphing and understanding absolute value functions in Algebra II Chapter 2. It defines absolute value functions and their key features, including that the absolute value of f(x) gives the distance from the y-axis. Students will learn to graph absolute value functions by hand and using technology. The general form of an absolute value function is given as y = a|x - h| + k and examples are provided to show transformations from the standard form. Practice problems are assigned from the textbook.
This document provides an overview of basic graphics and animation capabilities in Java. It discusses how to draw various shapes like lines, rectangles, ovals, arcs and polygons using the Graphics class. Key methods for drawing shapes are described, including drawLine(), drawRect(), drawOval(), drawArc(), and drawPolygon(). Examples are given to demonstrate how to use these methods to draw simple shapes and composite figures like a human face. The document also explains Java's coordinate system and how shapes are drawn within the canvas area.
The document provides information about computer graphics concepts including:
1. Summarizing questions and answers about 3D triangles, rotation matrices, vector operations, splines, and computer graphics techniques like environment mapping and anti-aliasing.
2. Explaining modifications made to the active edge list algorithm to enable scan conversion of different triangle types like smoothly shaded, textured, and environment mapped triangles.
3. Deriving the 4x4 projection matrix that maps a 3D object point to its shadow point on a plane, to create planar shadows.
The document discusses various topics related to computer graphics and video display devices. It begins with definitions of key terms like scan conversion and rasterization. It then discusses properties of video display devices like persistence and resolution. Various input and output devices are mentioned along with color display techniques. Concepts related to CRTs like beam retrace and frame buffers are explained. The document also covers graphics transformations, projections, animation, and algorithms like Bresenham's line drawing and Cohen-Sutherland line clipping.
Fundamentals of Multimedia - Vector Graphics.pdfFatihahIrra
This document provides an introduction to vector graphics, contrasting them with raster/bitmap graphics. It discusses how vector graphics use mathematical relationships between points and paths rather than a grid of pixels. Key aspects covered include how vectors describe coordinates and displacements between points, how basic shapes can be defined through vector equations rather than every pixel coordinate, and how vector drawings can be scaled smoothly versus the "staircase effect" in bitmaps. Examples of simple vector code in SVG format are also provided. The document concludes by outlining some more complex vector techniques to be covered next week, such as Bezier curves.
Rolly Rochmad Purnomo gave a public lecture on linear algebra at Serang Raya University on January 11, 2014. He discussed several topics in linear algebra including systems of linear equations, matrices, determinants, vectors in two and three dimensional spaces, vector spaces, eigenvectors and eigenvalues, linear transformations, and applications of linear algebra. He emphasized that linear algebra is widely used in fields like computer graphics, image processing, machine learning, and data compression.
This document provides an introduction to graphics programming and algorithms for modeling and drawing 2D and 3D objects on screen. It summarizes basic algorithms for drawing line segments, polygons, and transforming shapes. The algorithms are implemented in C++ code available on GitHub. It then discusses representing continuous lines and polygons on discrete screens, and introduces the Digital Differential Analyzer (DDA) algorithm for drawing line segments by incrementally moving across pixel columns based on the line's slope. An example of applying DDA to a line segment is shown step-by-step.
This document discusses various computer graphics primitives and algorithms used to render basic shapes and images on raster displays. It describes point plotting, line drawing using algorithms like DDA and Bresenham's, and area filling using boundary fill and flood fill. Point plotting simply illuminates a single pixel coordinate. Line drawing calculates pixel positions between endpoints using DDA or Bresenham's integer-based methods. Boundary fill and flood fill are used to color interior regions, with boundary fill stopping at a boundary color and flood fill replacing all pixels of a given interior color.
The document discusses various techniques for achieving visual realism in 3D modeling and visualization. It describes methods for projecting 3D objects into 2D views, including orthographic projection, isometric projection, and perspective projection. Techniques for removing hidden lines and surfaces like backface elimination are covered. The document also discusses algorithms for hidden surface removal including the depth/priority, painter's, area-oriented, and scanline algorithms. Applications of visualization like robot simulations, CNC programming, and scientific computing are also mentioned.
The document discusses various techniques for achieving visual realism in 3D modeling and visualization. It describes methods like projection, shading, transparency and coloring that provide visual realism. It also discusses algorithms for hidden line removal and hidden surface removal like object space and image space methods. Specific algorithms discussed include the depth/priority algorithm, painter's algorithm, minimax test, containment test and computing silhouettes. The document emphasizes the importance of visualization techniques in applications like robot simulations, CNC programming, discrete event simulation and scientific computing.
A polygon is a closed two-dimensional shape with straight or curved sides. It can be defined by an ordered sequence of vertices and edges connecting consecutive vertices. The scan line polygon fill algorithm uses an odd-even rule to determine if a point is inside or outside the polygon by counting edge crossings along a scan line from that point to infinity. Boundary fill and flood fill are two area filling algorithms that color the interior of a polygon or region by recursively filling neighboring pixels of the same color.
The document provides a lab manual for computer graphics experiments in C language. It includes experiments on digital differential analyzer algorithm, Bresenham's line drawing algorithm, midpoint circle generation algorithm, ellipse generation algorithm, text and shape creation, 2D and 3D transformations, curve generation, and basic animations. It outlines the hardware and software requirements to run the experiments and provides background, algorithms, sample programs and outputs for each experiment.
This document discusses polygons in computer graphics. It defines a polygon as a 2D shape bounded by line segments. There are different types of polygons including convex, concave, and complex. It also discusses algorithms for drawing 2D and 3D polygons, including using a frame buffer and the parity test to determine what parts of a scan line are inside the polygon. Key steps in polygon rendering algorithms are sorting edge crossings and filling between edge pairs.
The document outlines the course objectives, outcomes, examination scheme, and units of a Computer Graphics course. The course aims to acquaint students with basic concepts, algorithms, and techniques of computer graphics through understanding, applying, and creating graphics using OpenGL. Students will learn about primitives, transformations, projections, lighting, shading, animation and gaming. The course assessment includes a mid-semester test, end-semester test, and covers topics ranging from graphics primitives to fractals and animation.
Developing visual material can help to recall memory and also be a quick way to show lots of information. Visualization helps us remember (like when we try to picture where we’ve parked our car, and what's in our cupboards when writing a shopping list). We can create diagrams and visual aids depicting module materials and put them up around the house so that we are constantly reminded of our learning
This document provides an overview of key concepts in digital image fundamentals. It discusses the human visual system and image formation in the eye. It also covers image acquisition, sampling, quantization, and representation. Additionally, it defines concepts like spatial and intensity resolution and describes basic image processing operations and transforms. The goal is to introduce fundamental digital image processing concepts.
This document presents a novel algorithm that combines signature method and linear filtering techniques to detect convex polygons, specifically finder and alignment patterns, in slanted or distorted QR code images. The algorithm scans the image contour to generate a signature function, then applies linear filtering to extract high frequency components and identify vertices. It can locate multiple anchor patterns in one scan, arrange them to straighten the image. Only requiring a single scan, it is computationally efficient and suitable for real-time applications like QR code decoding.
Three-dimensional viewing involves considering the spatial position from which an object can be viewed, projecting 3D descriptions of objects onto a 2D viewing surface, and enclosing visible space within clipping boundaries. The viewing pipeline involves a series of transformations that convert 3D coordinates to 2D device coordinates for display. Parallel and perspective projections are two basic projection methods that transform 3D positions to 2D viewing coordinates in different ways.
Computer graphics deals with generating, manipulating, and displaying images using computers. It has revolutionized graphic design by moving the industry from physical tools like pasteboards to digital tools using computers and software. Now designers use computers and graphics software to do everything from page layouts to preparing documents for printing. Some key features of computer graphics include vector graphics which use lines and shapes, raster graphics which use pixels, and transformations which allow simulated spatial manipulation of objects.
This document discusses geometric modeling and curves. It provides information on:
- Geometric modeling is the process of creating mathematical models of physical objects and systems using computer software.
- There are different types of geometric models including wireframe, surface, and solid modeling.
- Curves can be represented mathematically in both implicit and parametric forms, with parametric being most common in modeling as it overcomes limitations of other forms.
- Parametric curves define a curve using a parameter, where varying the parameter provides points on the curve. Common parametric representations include lines, conics, and higher-order curves composed of simpler curve segments.
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Limits, Zoom, Line, Arc, Circle, Offset, Copy, Move, Trim, Layer, DIM, Mtext
The document provides an introduction to drawing and modifying objects in AutoCAD. It discusses how to start and save a drawing, control views, set units and limits, and use different coordinate systems. It also explains how to draw basic objects like lines, polylines, arcs, circles, and polygons. In addition, it covers modifying objects using commands like offset, array, extend, trim, fillet, chamfer, and lenghten. Dimensioning, text, and hatching tools are also introduced.
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Assignment
DRIVE FALL 2014
PROGRAM BSc IT
SEMESTER SIXTH
SEMESTER CODE & NAME BT9301, Computer Graphics
BK ID B0810
CREDIT 4
MARKS 60
Note: Answer all questions. Kindly note that answers for 10 marks questions should be approximately
of 400 words. Each question is followed by evaluation scheme.
1 Describe the architecture of vector display with diagram.
Answer: A vector monitor or vector display is a display device used for computer graphics up through
the 1970s. It is a type of CRT, similar to the oscilloscope. In a vector display, the image is composed of
drawn lines rather than a grid of glowing pixels as in raster graphics.
A vector signal analyzer is an instrument that measures the magnitude and phase of the input signal at a
single frequency within the IF bandwidth of the instrument. The primary use is to make in-channel
measurements, such as error vector magnitude, code domain power, and spectral flatness, on known
signals.
2 Write and explain midpoint circle drawing algorithm.
Answer: Algorithm: The objective of the algorithm is to find a path through the pixel grid using pixels
which are as close as possible to solutions of x2 + y2 = r2. At each step, the path is extended by choosing
the adjacent pixel which satisfies x2 + y2 <= r2 but maximizes x2 + y2 . Since the candidate pixels are
2. adjacent, the arithmetic to calculate the latter expression is simplified, requiring only bit shifts and
additions.
This algorithm starts with the circle equation. For simplicity, assume the center of the circle is at (0,0).
We consider first only the first octant and draw a curve which starts at point (r,0) and proceeds
counterclockwise, reaching the angle of 45.
3 What do you mean by polygon filling? Explain flood fill algorithm for polygon filling.
Answer: Algorithm that determines the area connected to a given node in a multi-dimensional array. It
is used in the "bucket" fill tool of paint programs to determine which parts of a bitmap to fill with color,
and in puzzle games such as Minesweeper, Puyo Puyo, Lumines, Samegame and Magical Drop for
determining which pieces are cleared. When applied on an image to fill a particular bounded area with
color, it is also known as boundary fill.
Alternative Improved Algorithm
Fill in row with START pixel
4 Write Liang Barkey’s line clipping algorithm. Write advantages of it.
Answer: Applet displays result of Liang-Barsky's Line Clipping Algorithm solution. There is initial line and
clipping rectangle projected. The clipped part of initial line is highlighted by bolder and more contrast
color. Interactivity affords to change parameters (positions of outer points and cornes) of initial line and
clipping rectangle comfortably using mouse functionality:
Finding and marking closest flexible point
Drag & drop idea of relocation outer
5 What is shear? Explain X shear and Y shear.
Answer: Shear: Shearing in continuum mechanics refers to the occurrence of a shear strain, which is a
deformation of a material substance in which parallel internal surfaces slide past one another. It is
induced by a shear stress in the material. Shear strain is distinguished from volumetric strain, the change
in a material's volume in response to stress.
Often, the verb shearing refers more
6 Briefly describe orthographic projection and oblique projection.
Answer: Orthographic projection: Orthographic projection (or orthogonal projection) is a means of
representing a three-dimensional object in two dimensions. It is a form of parallel projection, where all
the projection lines are orthogonal to the projection plane, resulting in every plane of the scene
3. appearing in affine transformation on the viewing surface. It is further divided into multiview
orthographic projections and axonometric projections. A lens providing an orthographic projection is
known as an (object-space) telecentric lens.
The term orthographic is also sometimes reserved
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