Graphics process andTypes of TransformationsIntroduction toComputer GraphicsPrepared By:Mohammad Abdelilah – MostafaKhairy – TarekKhatab
The Graphics Process
Step 1 – The Game is Launched
Step 2 – The Data Loads into RAM
Step 3 – The CPU Processes the Data
Step 4 – The Graphics Driver Translates the Data
Step 5 – The Graphics Port Transfers the Data
Step 6 – The VRAM Stores the Data
Step 7 – The GPU Core Processes the Data
The Graphics Pipeline
Transformation
1- TranslationTranslation Matrix
1- TranslationExample
2- Scaling & ReflectionScaling & Reflection MatrixIf Sx=Sy=Sz Uniform Scaling (>1: Expansion, <1 : Compression)If they’re not equal  Non-Uniform ScalingIf Sx or Sy or Szhave negative values  Reflection
2- Scaling & ReflectionExample 1: Scaling
2- Scaling & ReflectionExample 2: Reflection
3- ShearShear MatrixThe resulting coordinates depend Linearly on the original ones.
3- ShearExample
4- RotationRotation Matrices
4- RotationExample
ReferencesNPTEL – Computer Graphics Video Course. LinkTweak Guides - The Gamers' Graphics & Display Settings Guide. LinkMIT – Computer Graphics Open Courseware. LinkDavid Breen – Computer Graphics I. Link

Introduction to Computer Graphics