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Java 2D Graphics Rendering Techniques

The document discusses the rendering process in computer graphics, specifically focusing on the Java 2D API and its capabilities for generating 2D images. It covers various attributes such as transformations (translation, rotation, scaling, shearing), compositing, clipping, and color spaces, as well as detailed explanations of geometric transformations. Additionally, it provides mathematical representations for translation, rotation, scaling, and shearing transformations.

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0% found this document useful (0 votes)
9 views24 pages

Java 2D Graphics Rendering Techniques

The document discusses the rendering process in computer graphics, specifically focusing on the Java 2D API and its capabilities for generating 2D images. It covers various attributes such as transformations (translation, rotation, scaling, shearing), compositing, clipping, and color spaces, as well as detailed explanations of geometric transformations. Additionally, it provides mathematical representations for translation, rotation, scaling, and shearing transformations.

Uploaded by

ra.joligon
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

2D – (Rendering)

Computer Graphics and Visual Computing


Ma. Shiela C. Sapul, Ph.D.
Department of Information Systems and Technology
Central Philippine University
Rendering
 The process involved in the generation of a two-dimensional or three-
dimensional image from a model.

Graphics2D class
 The Java 2D API provides a uniform rendering model across different types
of devices.
 At the application level, the rendering process is the same whether the
target rendering device is a screen or a printer.
 It also supports more attributes that affect the rendering.

 Transform attribute (translation, rotation, scaling and shearing).


 Pen attribute (outline of a shape) and Stroke attribute (point-size, dashing-
pattern, end-cap and join decorations).
 Fill attribute (interior of a shape) and Paint attribute (fill shapes with solid
colors, gradients, and patterns).
 Composite attribute (for overlapping shapes).
 Clip attribute (display area).
 Font attribute
2
Transforming
 Any graphics object can be transformed as it is rendered. A
transformation can include translation, rotation, scaling, or
shearing, or a combination of all four.

Compositing
 The process of putting pieces of a picture together is called
compositing. The 2D API supports a handful of compositing
rules and allows pieces of a picture to be partly or fully
transparent.
Clipping
 Sometimes you don't want to draw outside a certain
area, as though you were drawing only the part of a
picture that's visible through a door frame. 3
Color Space
 A color space relates numbers to actual colors.

 RGB – 16,777,216
 CYMK – 16,000
 sRGB – 281 x 10 ^ 16
 Color class

4
Generalizing the concept of color, Java 2D drawing
applies an attribute called paint.

5
Strokes
 Width
 End style
 Join style
 Miter limit
 Dash pattern

6
Geometric Transformations
 an operation that transforms or changes a shape
(line, drawing etc.).
 changing some graphics into something else by
applying rules

7
Geometric Transformations
 Translation
 Rotation
 Scaling
 Shearing

Figure 1. Transformations

8
Geometric Transformations - Translation
 Translation is the process of changing the
position of an object in a straight-line path from
one coordinate location to another.
 We can translate a two dimensional point by
adding the translation distances, tx and ty.
 The original position is (x,y) then the new position
is (x1, y1).

9
Geometric Transformations - Translation

Figure 2. Translations
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Geometric Transformations - Translation

Figure 3. Translations 11
Translate a polygon with co-ordinates P1 (5,5), P2(5,10), P3 (10,5)
by 5 units in X direction and 5 units in Y direction.
P1’ = P1 + T, P2’ = P2 + T, P 3’ = P 3 + T
𝟓 𝟓 𝟏𝟎 𝟓 𝟓 𝟏𝟎 𝟏𝟎 𝟓 𝟏𝟓
P 1’ = + = P2’ = + = P3’ = + =
𝟓 𝟓 𝟏𝟎 𝟏𝟎 𝟓 𝟏𝟓 𝟓 𝟓 𝟏𝟎

Figure 4. Translations 12
Geometric Transformations - Rotation
 A two dimensional rotation is applied to an object
by repositioning it along a circular path in the x
and y plane.

13
Geometric Transformations - Rotation
Consider arrow B which we wish to rotate through
an angle of 45° anti-clockwise from A

14
Figure 5. Rotation
Geometric Transformations - Rotation

Figure 5. Rotation a Single Point


15
Geometric Transformations - Rotation
 Using standard trigonometric equations, we can expressed
the transformed coordinates in terms of 𝜃 𝑎𝑛𝑑 𝜙 as.

16
Geometric Transformations - Scaling
 A scaling transformation changes the size of an object.
 In the scaling process, you either expand or compress
the dimensions of the object.
 This operation can be carried out for polygons by multiplying
the coordinates values (x,y) of each vertex by a scaling factor
Sx and Sy to produce the transformed coordinates (x’, y’).
x’ = x. Sx
y’ = y. Sy

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Geometric Transformations - Scaling

Figure 6. Scaling
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Geometric Transformations - Scaling

Figure 7. Scaling and individual point


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Geometric Transformations - Scaling
 Scaling can be different in different directions

Figure 6. The independence of axes for Scaling 20


Geometric Transformations - Shearing
 Shear transformations are carried out with
respect to the origin of the coordinate system, so
that an object that is not centered around the
origin will not only be deformed by a shear
transformation, but also shifted.

21
Geometric Transformations - Shearing
 A shearing about a line shifts a point by an amount
proportional to the signed distance to the line.
 The movements of the points are parallel to the line.

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Geometric Transformations - Shearing
 We can denote shearing
 ‘SHx’ and ‘SHy.’ These ‘SHx’ and ‘SHy ’ are
called “Shearing factor.”
 We can represent Horizontal Shearing by the
following equation:
X1 = X0 + SHx. Y0
Y1 = Y0

23
Geometric Transformations - Shearing
 Shearing along y-axis: In this, we can store the x
coordinate and only change the y coordinate. It is
also called “Vertical Shearing.”
 We can represent Vertical Shearing by the
following equation:
X1 = X0
Y1 = Y0 + SHy. X0

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