Computer Graphics and Multimedia changes. Depending on the display technology, the positioning of the electron beam Rajeshkanna Assistant Professor, Dept.BCA, Dr.N.G.P. At the same time GRPH1 has the output primitives namely Polyline, Polymarker, Text, Tone and have other secondary primitives besides these namely, Line and Arrow Points and Lines In a CRT monitor, the electron beam is turned on to illuminate the screen phosphor at the selected location. For example GKS defines five output primitives namely, polyline (for drawing contiguous line segments), polymarker (for marking coordinate positions with various symmetric text symbols), text (for plotting text at various angles and sizes), fill area (for plotting polygonal areas with solid or hatch fill), cell array (for plotting portable raster images). Various graphics systems have different graphics primitives. The programming technique is to set values for the output primitives and then call a basic function that will draw the desired primitive using the current settings for the attributes. Each output primitive has an associated set of attributes, such as line width and line color for lines. Before we get into the details, we have a short tour through the history of computer graphics OUTPUT PRIMITIVES Introduction The basic elements constituting a graphic are called output primitives. From games to virtual reality, to 3D active desktops, from unobtrusive immersive home environments, to scientific and business, computer graphics technology has touched almost every concern of our life. From the earliest text character images of a non-graphic mainframe computers to the latest photographic quality images of a high resolution personal computers, from vector displays to raster displays, from 2D input, to 3D input and beyond, computer graphics has gone through its short, rapid changing history. Computer Graphics has been widely used in graphics presentation, paint systems, computer-aided design (CAD), image processing, simulation, etc. INTRODUCTION ABOUT COMPUTER GRAPHICS Computer Graphic is the discipline of producing picture or images using a computer which include modeling, creation, manipulation, storage of geometric objects, rendering, converting a scene to an image, the process of transformations, rasterization, shading, illumination, animation of the image, etc. Attributes of Output Primitives: Line Attributes – Curve attributes – Color and Grayscale Levels – Area-fill attributes – Character Attributes. Computer Graphics and Multimedia COMPUTER GRAPHICS AND MULTIMEDIA UNIT-I Output Primitives: Points and Lines – Line-Drawing algorithms – Loading frame Buffer – Line function – Circle-Generating algorithms – Ellipse-generating algorithms. Rajeshkanna Assistant Professor, Dept.BCA, Dr.N.G.P. PRINCIPLES OF MULTIMEDIA –Ranjan Parekh, 2007, TMH. COMPUTER GRAPHICS –Donald Hearn, M.Pauline Baker, 2ndedition, PHI 2. Compression: MPEG-1 Audio – MPEG-1 Video - MPEG-2Audio – MPEG-2 Video. Animation: Types of Animation – Computer Assisted Animation – Creating Movement – Principles of Animation – Some Techniques of Animation – Animation on the Web – Special Effects – Rendering Algorithms. UNIT-V Video: Analog Video Camera – Transmission of Video Signals – Video Signal Formats – Television Broadcasting Standards – PC Video – Video File Formats and CODECs – Video Editing – Video Editing Software. UNIT-IV Audio: Introduction – Acoustics – Nature of Sound Waves – Fundamental Characteristics of Sound – Microphone – Amplifier – Loudspeaker – Audio Mixer – Digital Audio – Synthesizers – MIDI – Basics of Staff Notation – Sound Card – Audio Transmission – Audio File formats and CODECs – Audio Recording Systems – Audio and Multimedia – Voice Recognition and Response - Audio Processing Software. Image: Image Types – Seeing Color – Color Models – Basic Steps for Image Processing – Scanner – Digital Camera – Interface Standards – Specification of Digital Images – CMS – Device Independent Color Models – Image Processing software – File Formats – Image Output on Monitor and Printer. UNIT-III Text: Types of Text – Unicode Standard – Font – Insertion of Text – Text compression – File formats. 2D Viewing: The Viewing Pipeline – Viewing Co-ordinate Reference Frame – Window-to-Viewport Co-ordinate Transformation - 2D Viewing Functions – Clipping Operations. UNIT-II 2D Geometric Transformations: Basic Transformations – Matrix Representations – Composite Transformations – Other Transformations. Computer Graphics and Multimedia COMPUTER GRAPHICS AND MULTIMEDIA SYLLABUS UNIT-I Output Primitives: Points and Lines – Line-Drawing algorithms – Loading frame Buffer – Line function – Circle-Generating algorithms – Ellipse-generating algorithms.
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