Computer Graphics
Faculty of Information Science and
Technology
Semester: 6
Upon completion of this Chapter, you
will be able to:
• Define Computer Graphics
• History of Computer Graphics
• Recognize Its Role in Daily Life
• Discover Applications
• Get to Know Software Packages
• Understand the Advantages
• Explore Interactive Graphics
Introduction to Computer Graphics
• Computer graphics is the use of
computers to generate and manipulate
images. It plays a crucial role in various
fields, including art, design, entertainment,
and scientific visualization.
• The phrase was coined in 1960 by computer
graphics researchers Verne Hudson and
William Fetter of Boeing.
Continue………..
• It is difficult to display an image of any size on the
computer screen. This method is simplified by using
Computer graphics. Graphics on the computer are
produced by using various algorithms and techniques.
• Computer Graphics is the creation of pictures with the help
of a computer. The end product of the computer graphics is
a picture it may be a business graph, drawing, and
engineering.
Definition of Computer Graphics:
• It is the use of computers to create and manipulate
pictures on a display device. It comprises of
software techniques to create, store, modify,
represents pictures.
History of Computer Graphics
• Computer graphics, or CG, deals with generating images with the aid
of computers.
• Today, computer graphics is a core technology in digital photography,
film, video games, cell phone and computer display, and many
specialized applications. A great deal of specialized hardware and
software has been developed, with the displays of most devices being
driven by computer graphics hardware. It is a vast and recent
development in the area of computer science.
Timeline of evolution of Computer
Graphics
• 1940–1941: The first directly digital computer-generated graphics that
would be associated with today as being actual CG. The very first
radiosity image was invented at MIT.
• 1960: The term ‘Computer Graphics’ was coined by William Fetter.
• 1963: E.E. Zajac of the Bell Telephone Laboratory created a film using
animations and graphics which could show the movement of satellites
and their change in altitudes around the orbit of the Earth.
1965: IBM released the first commercially available computer called
IBM 2250.
1966: Ralph Baer developed the first consumer computer graphics game,
“Odyssey.”
1968: Arthur Appel described the first ray casting algorithm, the first of
a class of ray tracing-based rendering algorithms that have since become
fundamental in achieving photorealism in graphics by modeling the
paths that rays of light take from a light source, to surfaces in a scene,
and into the camera.
1969: The ACM initiated A Special Interest Group on Graphics
(SIGGRAPH) which organizes conferences, graphics standards, and
publications within the field of computer graphics.
1972: Raster images started to appear, which is an image type that
consists of pixels.
1973: The concept of Z-buffer algorithm and texture mapping were
developed by Edwin Catmull.
1977: A major advancement in 3D computer graphics was created to
draw a 3D representation of an object on the screen, which acted as a
foundation for most future developments .
The 1980s began to see the modernization and commercialization
of computer graphics. It was a golden era for video games.
Many companies like Atari, Nintendo, and Sega presented
computer graphics with a whole new interface to the audience.
1982: Japan’s Osaka University developed a supercomputer that
used 257 Zilog Z8001 microprocessors to display realistic 3D
graphics.
1982: The first broad use of 3D graphics animation was done
in a Disney featured film.
1985: Medical imaging software combined with Voxel technology.
The 1990s was the era where 3D graphics really flourished, and its
true potential was showcased.
1992: Virtual Racing, running on the Sega Model 1 arcade system
board, released fully 3D racing games and popularized real-time 3D
polygonal graphics among a wider audience in the gaming industry.
1995: Pixar released its first movie that was entirely made in
CGI (computer-generated imagery), — Toy Story, which was a
huge success, both commercially and in the field of computer
graphics too.
2000: The first web-based CAD system Sketchup released.
2004: Facebook was created by Mark Zuckerberg in a college dorm
at Harvard. Facebook has enhanced our lives because it quickly
became one of the most used social medias.
2005: YouTube was launched by Steve Chen, Chad Hurley, and Jawed
Karim.
2006: Google acquires Sketchup.
Computer graphics really have evolved and will probably continue to grow
in the future.
Why computer graphics used?
• Suppose a shoe manufacturing company want to show the
sale of shoes for five years. For this vast amount of
information is to store. So a lot of time and memory will be
needed. This method will be tough to understand by a
common man. In this situation graphics is a better
alternative.
• Graphics tools are charts and graphs. Using graphs, data
can be represented in pictorial form. A picture can be
understood easily just with a single look.
Interactive computer graphics work using the concept of two-
way communication between computer users. The computer
will receive signals from the input device, and the picture is
modified accordingly. Picture will be changed quickly when we
apply command.
Application of Computer Graphics
• Education and Training:
• Use in Biology
• Computer-Generated Maps
• Architect
• Presentation Graphics
• Computer Art
• Entertainment
• Visualization
Education and Training
• Computer-generated model of the physical, financial and
economic system is often used as educational aids. Model of
physical systems, physiological system, population trends or
equipment can help trainees to understand the operation of the
system.
• For some training applications, particular systems are designed.
For example Flight Simulator.
• Flight Simulator: It helps in giving training to the pilots of
airplanes. These pilots spend much of their training not in a real
aircraft but on the ground at the controls of a Flight Simulator.
Advantages:
• Fuel Saving
• Safety
• Ability to familiarize the training with a large number of the
world's airports
Use in Biology: Molecular biologist can display a picture of molecules and
gain insight into their structure with the help of computer graphics.
Computer-Generated Maps: Town planners and transportation engineers can use
computer-generated maps which display data useful to them in their planning work.
4. Architect: Architect can explore an alternative solution to design problems at an
interactive graphics terminal. In this way, they can test many more solutions that would
not be possible without the computer.
Presentation Graphics:
• Example of presentation Graphics are bar charts, line graphs, pie charts and other
displays showing relationships between multiple parameters. Presentation Graphics is
commonly used to summarize.
Financial Reports
Statistical Reports
Mathematical Reports
Scientific Reports
Economic Data for research reports
Managerial Reports
Consumer Information Bulletins
6. Computer Art: Computer Graphics are also used in the field of
commercial arts. It is used to generate television and advertising
commercial.
7. Entertainment: Computer Graphics are now commonly used in
making motion pictures, music videos and television shows.
8. Visualization: It is used for visualization of scientists, engineers,
medical personnel, business analysts for the study of a large amount
of information.
9. Educational Software: Computer Graphics is used in the
development of educational software for making computer-aided
instruction.
10. Printing Technology: Computer Graphics is used for printing
technology and textile design.
8. Visualization: It is used for visualization of scientists, engineers,
medical personnel, business analysts for the study of a large amount
of information.
Example of Computer Graphics
Packages:
1. LOGO
2. COREL DRAW
3. AUTO CAD
4. 3D STUDIO
5. CORE
6. GKS (Graphics Kernel System)
7. PHIGS
8. CAM (Computer Graphics Metafile)
9. CGI (Computer Graphics Interface)
Interactive and Passive Graphics
• (a) Non-Interactive or Passive Computer Graphics:
• In non-interactive computer graphics, the picture is produced on the monitor, and
the user does not have any controlled over the image, i.e., the user cannot make
any change in the rendered image.
One example of its Titles shown on T.V.
• Non-interactive Graphics involves only one-way communication between the
computer and the user, User can see the produced image, and he cannot make any
change in the image.
Interactive Computer Graphics:
• In interactive Computer Graphics user have some controls
over the picture, i.e., the user can make any change in the
produced image. One example of it is the ping-pong game.
• Interactive Computer Graphics require two-way
communication between the computer and the user. A User
can see the image and make any change by sending his
command with an input device.
Advantages:
I. Higher Quality
II. More precise results or products
III. Greater Productivity
IV. Lower analysis and design cost
V. Significantly enhances our ability to understand data
and to perceive trends.
Working of Interactive Computer
Graphics:
• The modern graphics display is very simple in construction. It consists of
three components:
1. Frame Buffer or Digital Memory
2. A Monitor likes a home T.V. set without the tuning and receiving
electronics.
3. Display Controller or Video Controller: It passes the contents of the
frame buffer to the monitor.
Frame Buffer: A digital frame buffer is large, contiguous piece of computer
memory used to hold or map the image displayed on the screen.
Properties of Video Monitor:
• 1. Persistence: Persistence is the duration of phosphorescence. Different kinds
of phosphors are available for use in CRT. Besides color, a major difference
between phosphor in their persistence how they continue to emit light after
the electron beam is removed.
• 2. Resolution: Use to describe the number of pixels that are used on display
image.
• 3. Aspect Ratio: It is the ratio of width to its height. Its measure is unit in
length or number of pixels.