Computer Graphics & Multimedia Application
UNIT-I: Introduction
Introduction: The Advantages of Interactive Graphics, Representative Uses of Computer Graphics, Classification of Applications, Development of Hardware and Software for Computer Graphics, Conceptual Framework for Interactive Graphics, Overview. Scan: Converting Lines, Scan Converting Circles, Scan Converting Ellipses.
UNIT-II: Hardcopy and Display Technologies
Hardcopy Technologies, Display Technologies, Raster-Scan Display System, Video Controller, Random-Scan Display Processor, Input Devices for Operator Interaction, Image Scanners, Working Exposure on Graphics Tools like Dreamweaver, 3D Effects, etc. Clipping: Sutherland-Cohen Algorithm, Cyrus-Beck Algorithm, Midpoint Subdivision Algorithm.
UNIT-III: Geometrical Transformation
Geometrical Transformation: 2D Transformation, Homogeneous Coordinates and Matrix Representation of 2D Transformations, Composition of 2D Transformations, the Window-to-Viewport Transformations, Introduction to 3D Transformation Matrices.
UNIT-IV: Representing Curves & Surfaces
Representing Curves & Surfaces: Polygon Meshes, Parametric Cubic Curves, Quadric Surfaces. Solid Modeling: Representing Solids, Regularized Boolean Set Operations, Primitive Instancing, Sweep Representations, Boundary Representations, Spatial Partitioning Representations, Constructive Solid Geometry, Comparison of Representations.
UNIT-V: Introductory Concepts
Introductory Concepts: Multimedia Definition, CD-ROM and the Multimedia Highway, Computer Animation (Design, Types of Animation, Using Different Functions).
UNIT-VI: Uses of Multimedia
Uses of Multimedia: Introduction to Making Multimedia – The Stages of a Project, Hardware and Software Requirements to Create Good Multimedia, Skills and Training Opportunities in Multimedia, Motivation for Multimedia Usage.

UNIT-I: Introduction to Computer Graphics & Multimedia Application

1. The Advantages of Interactive Graphics

Interactive graphics enable users to manipulate visual content in real-time. This leads to better decision-making, enhanced learning, and more intuitive user experiences. They are crucial in simulations, CAD systems, games, and data visualization.

2. Representative Uses of Computer Graphics

Computer graphics are used in a variety of fields:

3. Classification of Applications

Applications of computer graphics can be classified based on their function:

4. Development of Hardware and Software

Modern computer graphics rely on advanced hardware and software:

The synergy between hardware and software determines the efficiency and quality of graphical applications.

5. Conceptual Framework for Interactive Graphics

The framework includes components such as:

6. Scan Conversion Techniques

Scan conversion refers to the process of converting geometric data into pixel data for raster displays.

6.1 Scan Converting Lines

The Bresenham's Line Algorithm is commonly used to draw straight lines efficiently on raster displays.

Example:
Draw line from (0,0) to (5,3) using Bresenham’s Algorithm.
Initial point: (0,0)
Next points: (1,1), (2,1), (3,2), (4,2), (5,3)
        

6.2 Scan Converting Circles

The Midpoint Circle Algorithm determines the points needed to draw a circle by calculating pixel positions along the circle’s circumference.

Example:
Center = (0,0), Radius = 5
Calculated pixels in one octant:
(0,5), (1,5), (2,4), (3,4), (4,3), (5,2)
        

6.3 Scan Converting Ellipses

The Midpoint Ellipse Algorithm is used for drawing ellipses, involving separate calculations for regions where x or y grows faster.

Example:
Center = (0,0), Rx = 6, Ry = 4
Points calculated in region 1 and 2 are plotted using symmetry.
        

UNIT-II: Graphics Hardware, Tools & Clipping Algorithms

1. Hardcopy Technologies

Hardcopy devices produce permanent output of graphics. Common types include:

2. Display Technologies

Display technologies form the visual interface of computer graphics. These include:

3. Raster-Scan Display System

In raster-scan systems, the screen is refreshed line by line from top to bottom, storing the image in a frame buffer.

Example:
Each pixel is stored in memory and refreshed 60 times per second.
        

4. Video Controller

The video controller handles conversion of image data from memory to signals for the monitor. It synchronizes pixel refresh and coordinates the display timing.

5. Random-Scan Display Processor

Unlike raster systems, random-scan (vector display) directly draws lines and shapes using an electron beam, offering higher resolution for line drawings.

6. Input Devices for Operator Interaction

Input devices are essential for interacting with graphics systems:

7. Image Scanners

Image scanners convert physical documents or images into digital form using light sensors. They are used in digitization and graphic input.

8. Graphics Tools Exposure

Practical tools used in multimedia and web graphics development:

9. Clipping Algorithms

Clipping restricts drawing to a specified region (viewport). Major algorithms include:

9.1 Southland-Cohen Algorithm

This algorithm checks if a line is completely inside, outside, or partially inside the clipping area and performs region codes to clip.

Example:
Line with endpoints (x1,y1) and (x2,y2) are tested with region codes and clipped accordingly.
        

9.2 Cyrus-Beck Algorithm

Used for line clipping against convex polygonal window. It is a parametric algorithm based on dot product tests.

Example:
For convex window with normals and parametric t values, calculate entry and exit points of the line segment.
        

9.3 Midpoint Subdivision Algorithm

This is a recursive algorithm that divides the line at its midpoint until a trivially accepted or rejected segment is obtained.

Example:
Check midpoint of (x1,y1)-(x2,y2). If undecided, split and repeat for each half.
        

UNIT-III: Geometrical Transformation

1. 2D Transformation

2D transformations change the position, size, and orientation of objects in a two-dimensional space. Basic types include:

2. Homogeneous Coordinates and Matrix Representation

To perform transformations using matrix multiplication, coordinates are represented in homogeneous form (x, y, 1).

Example:
Translation Matrix for Tx and Ty:
[ [1, 0, Tx],
  [0, 1, Ty],
  [0, 0, 1 ] ]

Scaling Matrix:
[ [Sx, 0, 0],
  [0, Sy, 0],
  [0,  0, 1] ]
        

3. Composition of 2D Transformations

Multiple transformations can be combined into a single transformation matrix by matrix multiplication.

Example:
First rotate, then translate:
Resultant Matrix = Translation × Rotation
        

4. Window-to-Viewport Transformation

This maps objects from a logical coordinate system (window) to the physical device coordinates (viewport).

The transformation involves scaling and translation:

Example:
Xv = Xvmin + (Xw - Xwmin) × (Xvmax - Xvmin)/(Xwmax - Xwmin)
Yv = Yvmin + (Yw - Ywmin) × (Yvmax - Yvmin)/(Ywmax - Ywmin)
        

5. Introduction to 3D Transformation Matrix

In 3D, transformations involve x, y, and z axes. The homogeneous coordinate system is extended to (x, y, z, 1).

Example:
3D Translation Matrix:
[ [1, 0, 0, Tx],
  [0, 1, 0, Ty],
  [0, 0, 1, Tz],
  [0, 0, 0, 1 ] ]
        

UNIT-IV: Representing Curves, Surfaces & Solids

1. Representing Curves & Surfaces

1.1 Polygon Meshes

A polygon mesh is a collection of polygons, typically triangles or quadrilaterals, that form the surface of a 3D object. They are widely used in 3D modeling due to their simplicity and flexibility.

1.2 Parametric Curves

These curves are defined using mathematical functions based on a parameter, usually denoted as t. Common parametric curves include:

1.3 Cubic Curves

Cubic curves are polynomial curves of degree three and are commonly used in CAD systems. Bezier and Hermite curves are typical examples.

Example:
Cubic Bezier Curve Equation:
B(t) = (1−t)^3P0 + 3t(1−t)^2P1 + 3t^2(1−t)P2 + t^3P3
        

1.4 Quadric Surfaces

Quadric surfaces are second-degree algebraic surfaces such as spheres, cones, ellipsoids, and paraboloids, defined by equations like:

Example:
Sphere: x² + y² + z² = r²
Ellipsoid: x²/a² + y²/b² + z²/c² = 1
        

2. Solid Modeling

2.1 Representing Solids

Solid modeling provides complete information about the volume and shape of 3D objects. Key methods include:

2.2 Regularized Boolean Set Operations

Boolean operations (union, intersection, difference) are applied to solids using regularized set theory to maintain validity of resulting shapes.

Example:
Union: A ∪ B
Intersection: A ∩ B
Difference: A − B
        

2.3 Primitive Instancing

Uses predefined 3D shapes (cube, cylinder, sphere) called primitives, which can be scaled, rotated, and translated to form complex models.

2.4 Sweep Representations

Involves sweeping a 2D shape along a path (translation or rotation) to generate a 3D object, e.g., extrusion or revolution techniques.

2.5 Boundary Representations (B-Rep)

Represents a solid by its enclosing surfaces, edges, and vertices. B-Rep is useful for high-resolution models in CAD.

2.6 Spatial Partitioning Representations

Divides 3D space into non-overlapping regions (e.g., octrees, BSP trees) for efficient rendering and collision detection.

2.7 Constructive Solid Geometry (CSG)

Builds complex objects by combining primitives using Boolean operations in a tree structure.

2.8 Comparison of Representations

Boundary Representation: Good for visual rendering, harder for Boolean operations
CSG: Better for modeling and editing, less intuitive for display
Spatial Partitioning: Efficient for computation and rendering in complex environments

UNIT-V: Multimedia Basics & Applications

1. Multimedia Definition

Multimedia refers to content that uses a combination of different forms such as text, audio, images, animations, video, and interactive content. It enhances communication and user engagement.

2. CD-ROM and the Multimedia Highway

CD-ROM (Compact Disc Read-Only Memory) was one of the earliest storage devices for multimedia content. The multimedia highway refers to broadband networks and infrastructure that deliver multimedia services and applications over the internet.

3. Computer Animation

Computer Animation involves creating moving images using computer graphics. It includes:

Example:
In 2D animation, a bouncing ball is created using keyframes and motion interpolation.
        

UNIT-VI: Multimedia Development & Usage

1. Uses of Multimedia

Multimedia is used extensively in:

2. Introduction to Making Multimedia

The development process typically includes:

3. Hardware & Software Requirements

4. Training Opportunities in Multimedia

Various courses and certifications are available in animation, video editing, web design, game development, and digital storytelling from institutions and online platforms.

5. Motivation for Multimedia Usage

Multimedia engages multiple senses, increases retention, and facilitates interactive learning and communication, making it an essential tool in modern applications.