This ppt explains basic topics of computer graphics like - pixel, resolution, text mode, graphics mode, various types of displays, applications of computer graphics etc.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
Computer graphics - colour crt and flat-panel displaysVishnupriya T H
CRT monitors displays colour pictures by using a combination of phosphors that emit different colored light.
There are two types - Beam penetration method and shadow mask method
This document discusses protocol layering in communication networks. It introduces the need for protocol layering when communication becomes complex. Protocol layering involves dividing communication tasks across different layers, with each layer having its own protocol. The document then discusses two principles of protocol layering: 1) each layer must support bidirectional communication and 2) the objects under each layer must be identical at both sites. It provides an overview of the OSI 7-layer model and describes the basic functions of each layer.
This document provides an introduction and overview of the Java programming language. It discusses what Java is, the principles of object-oriented programming like encapsulation, inheritance, and polymorphism. It also outlines some key characteristics of Java like being simple, object-oriented, distributed, interpreted, robust, secure, architecture-neutral, portable, and multithreaded. Finally, it provides a simple Java program as an example.
The document discusses machine structure and system programming. It begins with an overview of system software components like assemblers, loaders, macros, compilers and formal systems. It then describes the general machine structure including CPU, memory and I/O channels. Specific details are provided about the IBM 360 machine structure including its memory, registers, data, instructions and special features. Machine language and different approaches to writing machine language programs are also summarized.
This document provides an overview of cloud manufacturing. It begins with introducing the concept and defining cloud manufacturing as a computer integrated manufacturing approach where manufacturing hardware is operated and controlled over the cloud. It describes the key components of cloud manufacturing including cloud computing, cloud manufacturing devices such as robots and CNC machines, and the interoperable cloud manufacturing system (ICMS) which integrates production resources in the cloud layer. The document then explains the working process of how manufacturing tasks are assigned from the cloud to physical devices. It provides examples of implementation and the cloud-based manufacturing process flow. In conclusion, cloud technologies are seen to enable ubiquitous manufacturing and human-robot collaboration in next generation models.
This document defines and provides examples of graphs and their representations. It discusses:
- Graphs are data structures consisting of nodes and edges connecting nodes.
- Examples of directed and undirected graphs are given.
- Graphs can be represented using adjacency matrices or adjacency lists. Adjacency matrices store connections in a grid and adjacency lists store connections as linked lists.
- Key graph terms are defined such as vertices, edges, paths, and degrees. Properties like connectivity and completeness are also discussed.
The document discusses line drawing algorithms in computer graphics. It defines a line segment and provides equations to determine the slope and y-intercept of a line given two endpoints. It then introduces the Digital Differential Analyzer (DDA) algorithm, an incremental scan conversion method that calculates the next point on the line based on the previous point's coordinates and the line's slope. The algorithm involves less floating point computation than directly using the line equation at each step. An example demonstrates applying DDA to scan convert a line between two points. Limitations of DDA include the processing costs of rounding and floating point arithmetic as well as accumulated round-off error over long line segments.
presentation By Daroko blog-where IT learners Apply skills.
This topic an presentation will introduce you to Computer graphics hardware types.
---------------------------------
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
Computer graphics involves the creation and manipulation of images on a computer using geometric objects and their representations. It has many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide standard functions and tools for working with geometric objects and images.
This document discusses the process of computer animation. It begins by defining computer animation and listing some common applications like video games, cartoons, and mobile phones. It then outlines the main steps for designing an animation sequence, which include storyboard layout, object definitions, key frame specifications, and generating in-between frames. Key frames define the starting and ending points of movements, while in-betweens create the illusion of smooth motion between key frames. Raster animation and general animation functions are also briefly discussed.
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
This document discusses the Digital Differential Analyzer (DDA) algorithm, which is a basic line drawing algorithm used in computer graphics. The DDA algorithm uses slope-intercept form (y=mx+b) to incrementally calculate pixel positions along the line between two points. It handles cases where the slope is less than or greater than 1 by incrementing either the x or y coordinate by 1 at each step. The DDA algorithm is simple to implement but requires floating point calculations and has orientation dependency issues.
Mid point line Algorithm - Computer GraphicsDrishti Bhalla
The document describes the midpoint line algorithm for plotting lines on a grid. It works by calculating the midpoint between each set of pixels and determining if it falls above or below the line to choose the next pixel. It only requires integer calculations, avoiding errors from division or multiplication. The algorithm is derived step-by-step and an example is provided to demonstrate how it is implemented to plot a line between two points.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
This document discusses several topics related to multimedia authoring and user interfaces, including:
1. Types of authoring systems such as dedicated, timeline-based, structured, and programmable authoring systems.
2. Design issues for authoring systems like display resolution, data formats, compression algorithms, and storage.
3. Integration of applications and allowing data exchange between different programs through methods like clipboard and OLE.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
with today's advanced technology like photoshop, paint etc. we need to understand some basic concepts like how they are cropping the image , tilt the image etc.
In our presentation you will find basic introduction of 2D transformation.
This document discusses different types of input devices used in graphics programs. It describes six logical device classifications - locator, stroke, string, valuator, choice, and pick devices. Locator devices input coordinate positions, stroke devices record sequences of coordinates, string devices input text, valuator devices set parameter values, choice devices select menu options, and pick devices select parts of an image. Examples of physical devices that can be used for each logical device type are provided. Approaches for uniquely identifying picked objects include distance calculations and highlighting potentially selected objects.
Computer graphics involves the creation and manipulation of images through programming. There are four major operations in computer graphics: imaging, modeling, rendering, and animation. Computer graphics is used in many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
Monitors use either cathode ray tubes or LCD screens to display computer output visually. CRTs were dominant until the 21st century when they were replaced by thinner and lighter LCD screens. Random-scan displays draw images line by line like vectors and refresh each line 30-60 times per second to prevent screen burn-in, while flat panel displays are now commonly used in portable devices due to their thinness.
This document provides an overview of computer graphics concepts including:
- Definition and components of computer graphics
- SRGP (Simple Raster Graphics Package) for drawing shapes and handling basic interactions
- Raster graphics features like canvases, clipping, and copy pixel
- Limitations of SRGP
- Display technologies like raster scan displays, random scan displays, and video controllers
- Input devices for user interaction like locators, keyboards, and logical input/output
This document provides an introduction and overview of computer graphics and OpenGL. It outlines the administration structure for a course on the topic, including assessment details. It then covers fundamental concepts in computer graphics like modeling, rendering, animation, graphics cards, GPUs, applications, and APIs. Finally, it discusses basic elements like pixels, neighbors, and adjacency as well as display devices like CRT, raster scan, and random scan displays.
presentation By Daroko blog-where IT learners Apply skills.
This topic an presentation will introduce you to Computer graphics hardware types.
---------------------------------
• Daroko blog (www.professionalbloggertricks.com)
• Presentation by Daroko blog, to see More tutorials more than this one here, Daroko blog has all tutorials related with IT course, simply visit the site by simply Entering the phrase Daroko blog (www.professionalbloggertricks.com) to search engines such as Google or yahoo!, learn some Blogging, affiliate marketing ,and ways of making Money with the computer graphic Applications(it is useless to learn all these tutorials when you can apply them as a student you know),also learn where you can apply all IT skills in a real Business Environment after learning Graphics another computer realate courses.ly
• Be practically real, not just academic reader
Do Not just learn computer graphics an close your computer tab and go away..
APPLY them in real business,
Visit Daroko blog for real IT skills applications,androind, Computer graphics,Networking,Programming,IT jobs Types, IT news and applications,blogging,Builing a website, IT companies and how you can form yours, Technology news and very many More IT related subject.
-simply google:Daroko blog(professionalbloggertricks.com)
Computer graphics involves the creation and manipulation of images on a computer using geometric objects and their representations. It has many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, scientific visualization, image processing, and graphical user interfaces. Graphics packages provide standard functions and tools for working with geometric objects and images.
This document discusses the process of computer animation. It begins by defining computer animation and listing some common applications like video games, cartoons, and mobile phones. It then outlines the main steps for designing an animation sequence, which include storyboard layout, object definitions, key frame specifications, and generating in-between frames. Key frames define the starting and ending points of movements, while in-betweens create the illusion of smooth motion between key frames. Raster animation and general animation functions are also briefly discussed.
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
This document discusses the Digital Differential Analyzer (DDA) algorithm, which is a basic line drawing algorithm used in computer graphics. The DDA algorithm uses slope-intercept form (y=mx+b) to incrementally calculate pixel positions along the line between two points. It handles cases where the slope is less than or greater than 1 by incrementing either the x or y coordinate by 1 at each step. The DDA algorithm is simple to implement but requires floating point calculations and has orientation dependency issues.
Mid point line Algorithm - Computer GraphicsDrishti Bhalla
The document describes the midpoint line algorithm for plotting lines on a grid. It works by calculating the midpoint between each set of pixels and determining if it falls above or below the line to choose the next pixel. It only requires integer calculations, avoiding errors from division or multiplication. The algorithm is derived step-by-step and an example is provided to demonstrate how it is implemented to plot a line between two points.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
This document discusses several topics related to multimedia authoring and user interfaces, including:
1. Types of authoring systems such as dedicated, timeline-based, structured, and programmable authoring systems.
2. Design issues for authoring systems like display resolution, data formats, compression algorithms, and storage.
3. Integration of applications and allowing data exchange between different programs through methods like clipboard and OLE.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
with today's advanced technology like photoshop, paint etc. we need to understand some basic concepts like how they are cropping the image , tilt the image etc.
In our presentation you will find basic introduction of 2D transformation.
This document discusses different types of input devices used in graphics programs. It describes six logical device classifications - locator, stroke, string, valuator, choice, and pick devices. Locator devices input coordinate positions, stroke devices record sequences of coordinates, string devices input text, valuator devices set parameter values, choice devices select menu options, and pick devices select parts of an image. Examples of physical devices that can be used for each logical device type are provided. Approaches for uniquely identifying picked objects include distance calculations and highlighting potentially selected objects.
Computer graphics involves the creation and manipulation of images through programming. There are four major operations in computer graphics: imaging, modeling, rendering, and animation. Computer graphics is used in many applications including computer-aided design, presentation graphics, computer art, entertainment, education and training, visualization, image processing, and graphical user interfaces.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
Monitors use either cathode ray tubes or LCD screens to display computer output visually. CRTs were dominant until the 21st century when they were replaced by thinner and lighter LCD screens. Random-scan displays draw images line by line like vectors and refresh each line 30-60 times per second to prevent screen burn-in, while flat panel displays are now commonly used in portable devices due to their thinness.
This document provides an overview of computer graphics concepts including:
- Definition and components of computer graphics
- SRGP (Simple Raster Graphics Package) for drawing shapes and handling basic interactions
- Raster graphics features like canvases, clipping, and copy pixel
- Limitations of SRGP
- Display technologies like raster scan displays, random scan displays, and video controllers
- Input devices for user interaction like locators, keyboards, and logical input/output
This document provides an introduction and overview of computer graphics and OpenGL. It outlines the administration structure for a course on the topic, including assessment details. It then covers fundamental concepts in computer graphics like modeling, rendering, animation, graphics cards, GPUs, applications, and APIs. Finally, it discusses basic elements like pixels, neighbors, and adjacency as well as display devices like CRT, raster scan, and random scan displays.
This document provides an overview of computer graphics concepts including applications, display devices, algorithms for drawing lines and circles, polygon filling, and region filling. Some key points:
1. Computer graphics is used in CAD, presentations, animation, entertainment, education, visualization, and graphical user interfaces.
2. Common display devices are CRTs, which use electron beams to excite phosphors and produce images, and LCDs which use pixels arranged in a grid.
3. Algorithms like DDA, Bresenham, and midpoint are used to efficiently draw lines and circles on raster displays by incrementally calculating pixel positions.
4. Polygon filling algorithms like scan-line filling locate edge intersections on each scan
The document discusses the user interface capabilities in MIDP, including custom items which allow custom rendering and input handling, and the canvas API which provides low-level graphics and event handling capabilities. It describes the key methods and features of custom items and the canvas, such as painting, sizing, and handling input events from touchscreens and keyboards. Examples are provided and future topics are outlined.
Computer graphics uses programming and algorithms to draw pictures on screens. It involves computations to create and manipulate images. Common applications include GUIs, presentations, maps, medical imaging, engineering drawings, and entertainment like animation. Algorithms are used to generate basic shapes like lines, circles, and polygons. Line drawing algorithms include DDA, Bresenham's line algorithm, and the midpoint line algorithm. Circle generation uses Bresenham's or the midpoint circle algorithm. Polygon filling determines border versus interior pixels using techniques like the scan line or flood fill algorithms. Computer animation plays back recorded images fast enough to fool the eye into seeing motion. Traditional animation uses keyframing where keyframes define object changes and computers generate in-between frames. The
This document provides an overview of computer graphics hardware and software. It defines computer graphics as using a computer to define, store, manipulate, interrogate and present pictorial output. The key hardware components discussed are display devices like CRT, LCD, and plasma displays. Software components include rendering primitives, algorithms for transformation and rasterization, and application programming interfaces that provide access to graphics hardware. The graphics rendering pipeline is described as the process of converting a 3D scene model into a 2D image through steps like modeling transformations, viewing transformations, projection, clipping and rasterization.
The document discusses computer graphics hardware and GPU computing. It explains that GPUs have thousands of smaller cores that are optimized for parallel processing compared to CPUs which have a few cores for serial processing. GPU computing uses both the CPU and GPU together, with serial code running on the CPU and parallel code on the GPU. The document also covers topics like the CUDA platform, GPU specifications, raster displays, frame buffers, double buffering, 3D graphics pipelines, and the different types of transformations involved in 3D rendering like model, view and projection transforms.
Computer Graphics Power Point using Open GL and C Programmingkemal678348
This document provides information about a computer graphics course, including the course code, credit hours, prerequisites, and course objectives. The course will introduce students to computer graphics concepts like hardware, software, and applications. Students will complete programming projects using OpenGL to gain experience with a graphics API. By the end of the course, students will understand core graphics concepts, be able to create interactive graphics with OpenGL, and understand the graphics pipeline.
Computer graphics involves the generation and manipulation of images using computers. It has applications in design, simulation, entertainment, education and presentations. A computer graphics system typically includes input devices like mice and touchscreens, processing hardware and memory, and visual output displays. Key concepts in computer graphics include pixels, which make up images, and resolution, the number of pixels that can be displayed. Common uses of computer graphics are computer-aided design for engineering drawings, data visualization, animation and special effects in movies and games.
The document summarizes different types of computer output devices and technologies. It discusses cathode ray tube (CRT) and liquid crystal display (LCD) computer screens, including resolution standards. It also covers impact and non-impact printers such as dot matrix, laser, and inkjet printers. Additionally, it mentions voice output using speech synthesis, as well as music output and sounds through speakers, sound cards, and MIDI interfaces.
Introduction, graphics primitives :Pixel, resolution, aspect ratio, a frame buffer. Display devices, and applications of computer graphics.
Scan conversion - Line drawing algorithms: Digital Differential Analyzer (DDA), Bresenham’s Circle drawing algorithms: DDA, Bresenham’s, and Midpoint.
Digital images can be defined as a 2-D function where x and y are spatial coordinates and the amplitude at each point represents intensity or gray level. Digital images can be raster images, represented as grids of pixels, or vector images, stored as mathematical descriptions of shapes. The file size of a digital image depends on its resolution in pixels, bit depth, and file format. Common file formats include JPEG, PNG, and TIFF, each suited for different types of images.
The document provides an overview of computer graphics systems and their components. It discusses:
1) The four major applications of computer graphics: display of information, design, simulation and animation, and user interfaces.
2) The basic components of a graphics system including input devices, CPU, GPU, memory, frame buffer, and output devices.
3) Key graphics concepts such as pixels, resolution, color depth, and rasterization.
4) Examples of input devices like keyboards, mice, and tablets and their logical representation in programs.
Computer graphics refers to creating, manipulating, and displaying visual images and animations using computers. There are two main types: interactive and non-interactive. Computer graphics has many applications including graphical user interfaces, plotting graphs and charts, simulations, entertainment, CAD/CAM, medicine, history, art, and cartography. Raster and vector graphics are the two main types of computer graphics representations. Raster uses a grid of pixels while vector uses mathematical formulas to define shapes.
This unit explains cartesian coordinate system. This unit also explains different types of coordinate systems like one dimensional, two dimensional and three dimensional system
The document provides tips for creating an effective curriculum vitae (CV). It recommends keeping a CV to 2 pages, customizing it for specific jobs by highlighting relevant skills and experiences, and using action verbs and positive language to emphasize strengths. The document also lists the typical sections included in a CV, such as contact information, education history, skills, work experience, and references, and advises proofreading for spelling errors and maintaining a clear, easy-to-read format and style.
This document provides an overview of transformations in computer graphics. It discusses various 2D and 3D transformations including translation, rotation, scaling, reflection, shear, and their applications. Transformation means changing the orientation, shape, and size of objects or images. Basic 2D transformations discussed are translation, rotation, scaling, reflection, and shear. Homogeneous coordinates and matrix representations are used to combine multiple transformations. The document also discusses general pivot point rotation, fixed point scaling, and 3D transformations.
The document provides an overview of networking basics in Java, including concepts like sockets, client-server communication, TCP and UDP protocols, HTTP protocol, domain name service (DNS), and classes used for networking in Java like InetAddress, Socket, ServerSocket, and URL. Key topics covered include how sockets work, the differences between TCP and UDP, how HTTP requests and responses are handled, and how DNS is used to map domain names to IP addresses. Example code is provided to demonstrate using InetAddress and Sockets in Java programs.
This document provides an overview of event handling in Advanced Java Programming. It discusses the delegation event model, where a source generates an event and a listener receives the event. It describes different types of events like mouse, keyboard, window events and the classes that represent them. It also covers event listener interfaces that must be implemented by listeners to receive and process events from sources. Key concepts covered are event sources, event objects, event listeners, and the delegation model of separating source and listener logic.
Unit-2 raster scan graphics,line,circle and polygon algorithmsAmol Gaikwad
This document provides information about raster scan graphics and algorithms for drawing lines, circles, and polygons in raster graphics. It begins with an introduction to raster scan graphics and line drawing concepts. It then describes the Digital Differential Analyzer (DDA) line drawing algorithm and provides an example of how to use it to rasterize a line. Next, it explains Bresenham's line drawing algorithm and provides another example of using it to rasterize a line. Finally, it includes C program code implementations of the DDA and Bresenham's algorithms.
This document provides an overview of Swing components in Java. It defines Swing as a set of classes used to create graphical user interfaces (GUIs) that is more powerful and flexible than the older Abstract Window Toolkit (AWT). The document discusses key Swing components like JLabel, JButton, JCheckBox, JRadioButton, JComboBox, and JTabbedPane. It provides their definitions, important methods, and examples of how to use each component to build Java GUIs.
This document provides an overview of the Abstract Window Toolkit (AWT) in Java. It discusses AWT components like frames, panels, buttons, checkboxes, lists, text fields, scrollbars and layout managers like flow, border, grid and card layouts. The document also provides examples of creating AWT windows and using various AWT components and layout managers to design graphical user interfaces.
The TRB AJE35 RIIM Coordination and Collaboration Subcommittee has organized a series of webinars focused on building coordination, collaboration, and cooperation across multiple groups. All webinars have been recorded and copies of the recording, transcripts, and slides are below. These resources are open-access following creative commons licensing agreements. The files may be found, organized by webinar date, below. The committee co-chairs would welcome any suggestions for future webinars. The support of the AASHTO RAC Coordination and Collaboration Task Force, the Council of University Transportation Centers, and AUTRI’s Alabama Transportation Assistance Program is gratefully acknowledged.
This webinar overviews proven methods for collaborating with USDOT University Transportation Centers (UTCs), emphasizing state departments of transportation and other stakeholders. It will cover partnerships at all UTC stages, from the Notice of Funding Opportunity (NOFO) release through proposal development, research and implementation. Successful USDOT UTC research, education, workforce development, and technology transfer best practices will be highlighted. Dr. Larry Rilett, Director of the Auburn University Transportation Research Institute will moderate.
For more information, visit: https://aub.ie/trbwebinars
この資料は、Roy FieldingのREST論文(第5章)を振り返り、現代Webで誤解されがちなRESTの本質を解説しています。特に、ハイパーメディア制御やアプリケーション状態の管理に関する重要なポイントをわかりやすく紹介しています。
This presentation revisits Chapter 5 of Roy Fielding's PhD dissertation on REST, clarifying concepts that are often misunderstood in modern web design—such as hypermedia controls within representations and the role of hypermedia in managing application state.
an insightful lecture on "Loads on Structure," where we delve into the fundamental concepts and principles of load analysis in structural engineering. This presentation covers various types of loads, including dead loads, live loads, as well as their impact on building design and safety. Whether you are a student, educator, or professional in the field, this lecture will enhance your understanding of ensuring stability. Explore real-world examples and best practices that are essential for effective engineering solutions.
A lecture by Eng. Wael Almakinachi, M.Sc.
In modern aerospace engineering, uncertainty is not an inconvenience — it is a defining feature. Lightweight structures, composite materials, and tight performance margins demand a deeper understanding of how variability in material properties, geometry, and boundary conditions affects dynamic response. This keynote presentation tackles the grand challenge: how can we model, quantify, and interpret uncertainty in structural dynamics while preserving physical insight?
This talk reflects over two decades of research at the intersection of structural mechanics, stochastic modelling, and computational dynamics. Rather than adopting black-box probabilistic methods that obscure interpretation, the approaches outlined here are rooted in engineering-first thinking — anchored in modal analysis, physical realism, and practical implementation within standard finite element frameworks.
The talk is structured around three major pillars:
1. Parametric Uncertainty via Random Eigenvalue Problems
* Analytical and asymptotic methods are introduced to compute statistics of natural frequencies and mode shapes.
* Key insight: eigenvalue sensitivity depends on spectral gaps — a critical factor for systems with clustered modes (e.g., turbine blades, panels).
2. Parametric Uncertainty in Dynamic Response using Modal Projection
* Spectral function-based representations are presented as a frequency-adaptive alternative to classical stochastic expansions.
* Efficient Galerkin projection techniques handle high-dimensional random fields while retaining mode-wise physical meaning.
3. Nonparametric Uncertainty using Random Matrix Theory
* When system parameters are unknown or unmeasurable, Wishart-distributed random matrices offer a principled way to encode uncertainty.
* A reduced-order implementation connects this theory to real-world systems — including experimental validations with vibrating plates and large-scale aerospace structures.
Across all topics, the focus is on reduced computational cost, physical interpretability, and direct applicability to aerospace problems.
The final section outlines current integration with FE tools (e.g., ANSYS, NASTRAN) and ongoing research into nonlinear extensions, digital twin frameworks, and uncertainty-informed design.
Whether you're a researcher, simulation engineer, or design analyst, this presentation offers a cohesive, physics-based roadmap to quantify what we don't know — and to do so responsibly.
Key words
Stochastic Dynamics, Structural Uncertainty, Aerospace Structures, Uncertainty Quantification, Random Matrix Theory, Modal Analysis, Spectral Methods, Engineering Mechanics, Finite Element Uncertainty, Wishart Distribution, Parametric Uncertainty, Nonparametric Modelling, Eigenvalue Problems, Reduced Order Modelling, ASME SSDM2025
Welcome to the May 2025 edition of WIPAC Monthly celebrating the 14th anniversary of the WIPAC Group and WIPAC monthly.
In this edition along with the usual news from around the industry we have three great articles for your contemplation
Firstly from Michael Dooley we have a feature article about ammonia ion selective electrodes and their online applications
Secondly we have an article from myself which highlights the increasing amount of wastewater monitoring and asks "what is the overall" strategy or are we installing monitoring for the sake of monitoring
Lastly we have an article on data as a service for resilient utility operations and how it can be used effectively.
Design of Variable Depth Single-Span Post.pdfKamel Farid
Hunched Single Span Bridge: -
(HSSBs) have maximum depth at ends and minimum depth at midspan.
Used for long-span river crossings or highway overpasses when:
Aesthetically pleasing shape is required or
Vertical clearance needs to be maximized
Dear SICPA Team,
Please find attached a document outlining my professional background and experience.
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4. Unit Outcomes
Differentiate attributes of given mode
Compare features of given scan display
Write a program to draw given type of
primitives using "C"
Describe the application of given display
Describe the application of given display
Convert given 2D coordinates to physical coordinates
5. What is Computer Graphics ?
Computer Graphics is creating images, pictures, videos with the help of
computers
It is one of the branch of Computer Science
It involves creation, manupulations and computation of data.
Algorithms and other techniques/hardware are used to generate graphics
in computer.
Advanced computer technologies have created scope for various
appplications of Computer graphics.
6. What is image and Object ?
Image is graphical representation of real world object on computer.
Object is an item in graphic, represented using 2D and 3D coordinates
Real image of elephant
7. Pixel
Each screen point is called as pixel or pel (short form of picture element)
It is smallest addressable point on display device.
It is smallest controllable element on display device
We can change the intensity, color, of individual pixel
9. Resolution
The maximum number of points that can displayed on screen without
overlapping is called as resolution
It is total number of pixels in horizontal (M) and vertical (N) directions
Sharpness of image depends on resolution.
More the resolution higher the quality and sharpness of image
Resolution = M x N ex. 800x600, 640x480
10. ResolutionM
N
M = No. of pixels on horizontal axis
N= No. of pixels on vertical axis
Resolution = M x N
11. Display Modes
Text Mode
Screen is divided into rectangular
character cells
Also known as character mode or
alphanumeric mode
80 characters per row x 25
characters per column
Lines, characters etc are dawn
using pixels
Variety of shapes and colors can be
drawn
Graphics Mode
Content is displayed as characters Generates images using pixels
Each cell contains a character
Screen is divided into pixels
12. Text Mode Functions
Window( ) - creates window on screen
Syntax: window(top, left, right, bottom)
Ex: window(150,10,200,10)
gotoxy(x,y ) - positions cursor on x, y coordinates
Syntax: gotoxy(int x,int y)
Ex: gotoxy(42,80)
textcolor(x,y ) - Changes color of drawing text
Syntax: void textcolor(int color)
Ex: textcolor(BLUE) or textcolor(2)
13. Text Mode Functions
textbackground( ) - changes current background color of text
Syntax: void textbackground(int color)
Ex: textbackground(RED)
moveto(x,y ) - changes current position to x,y coordinate position
Syntax: void moveto(int x,int y)
Ex: moveto(10,20)
outtext(x,y,str) - displayes text or string at x, y position
Syntax: void outtextxy(int x,int y, char* str)
Ex: outtextxy(80,80,"welcome")
14. Text Mode Functions
dellline( ) - deletes cursor line and moves line up by one line
Syntax: void delline( )
Ex: delline()
Other simple functions:
putch(ch) - displays one character at a time
clrscr() - clears the consol escreen
puts(const char *s) - writes a string to standard output (stdout)
15. Graphics Mode Functions
initgraph( ) - initializes the graphics system by loading graphics driver
from disk and putting the system in graphics mode
Syntax: void initgraph(int *graphdriver, int * graphmode, char* pathtodriver
Ex: initgraph(&gd, &gm, "C:TURBOCBGI")
graphdriver - specifies driver to be used
graphmode - specifies initial graphics mode
pathtodriver- specifies path or location to graphics driver
16. closegraph( ) - deallocates all memory and restores screen to previous
mode
Graphics Mode Functions
Syntax: void closegraph( )
Ex: closegraph( )
line( ) - draws a line on screen
Syntax: void line(int x1, int y1, int x2, int y2 )
Ex: line( 30,100,70,80)
x1,y1 = 30,100
x2,y2 = 70,80
17. lineto( ) - draws line from current position to x,y position
Syntax: void lineto(int x, int y )
Ex: lineto(120,120)
Syntax: void circle(x, y, radius )
Ex: circle(50,60,30)
Graphics Mode Functions
circle( ) - draws a circle on screen
current position
x,y
radius
x,y
18. Syntax: void ellipse(int x,int y,int
start_angle,int end_angle,in xradius,int
yradius )
rectangle( ) - draws a rectangle from top left to right bottom
Syntax: void rectangle(int left, int top, int right, int bottom )
Ex: rectangle(20,20,60,60)
Ex: circle(50,60,30)
Graphics Mode Functions
ellipse( ) - draws ellipse
right,bottom=60,60
left,top = 20.20
xradius
yradius
angle
19. drawpoly( ) - drawpoly function is used to draw polygons like
traingle,rectangle,pentagon,hexagon etc.
Graphics Mode Functions
Syntax: void drawpoly(int num,int polypoints[ ] )
num = no. of vertices + 1
120,120
60,60
polypoints[ ] = array or collection of polygon points
Ex: int polypoints = {60,60,160,160,120,120,60,60}
drawpoly (4,polypoints)
160,160
20. setcolor( ) - changes current drawing color
Graphics Mode Functions
Syntax: void setcolor(int color)
Ex: setcolor (RED)
setfillstyle( ) - sets current color and fill pattern
Syntax: void setfillstyle(int pattern, int color)
Ex: setfillstyle(SOLID_FILL,BLUE)
21. setlinestyle( ) - sets the style for drawing lines
Graphics Mode Functions
Syntax: void setlinestyle(int linestyle,unsigned pattern,int thickness )
Ex: setlinestyle(2,0,0)
fillpoly( ) - draws polygon and also fill color in polygon
Syntax: void fillpoly(int num, int polypoints[ ])
num = no. of vertices + 1
dotted line
polypoints[ ] = array of polygon points
Ex: fillpoly(4,polypoints)
22. It describes steps in a graphics system to convert 3D scene to a 2D screen
It is the process of turning 3D model into what computer displays
Basic Graphics Pipeline
Application Geometry Rasterization Screen
Fig: Basic Graphics Pipeline
24. Bitmap Graphics
Images are stored and
drawn as series of
pixels
Also called as raster
graphics
Images depends on
resolution
bitmap formats : gif,
jpeg,png,tiff,xmb,bmp,
Suitable for complex
images
Can't scale easily
High processing speed Large file size
Image editors: Painshop Pro, photoshop, MS paint, Paint.NET
Pixel
25. Vector Graphics
Constructed using
mathematical formulas
Mathematical formulas describes
shapes,color and placement
Images don't depend
on resolution
vector file formats :
svg ,eps,pdf, ai
Suitable for images with
solid color areas like
logos
Can be scaled easily
images have smooth edges Small file size
Image editors: Adobe freehand, Affinity designer, coralDRAW etc.
26. Applications of Computer Graphics
Advanced computer technology have made various applications of computer
graphics possible like
Computer -Aided Design (CAD)
Presentation Graphics
Computer Art
Entertainment
Education and Training
Visualization
Image Processing
Medicine
27. Applications of Computer Graphics
Computer Aided Design (CAD)
CAD design of Spaceship CAD design of machine
34. Video Display Devices - Cathod Ray Tube
Ref: www.tutorialspointcomputer_graphics/computer_graphics_basics.htm
35. Aspect Ratio
Aspect Ratio =
3
It is property of video monitors
Aspect Ratio = No. of vertical points to draw same length line
No. of horizontal points to draw same length line
5
3 vertical dots for
same length line
5 horizontal dots
for same length
line
36. Cathod Ray Tube ( CRT ) - Raster Scan Displays
Electron beam is moved
top to bottom, one row at
time.
Electron beam is turned
on/off to create pattern
of spots
Picture defination is stored in
memory area called refresh
buffer/frame buffer
Suitable for real scenes
Refreshing rate is 60 to 80
frames per second or hertz
interlaced refresh - scans one
line and leave other line
37. Cathod Ray Tube ( CRT ) - Random Scan Display
Electron beam is directed
to only that part of
screen where picture is
drawn.
Also called as vector displays / stroke
writing / calliagraphic displays
Picture display is stored
as set of line drawing
commands called as
refresh display file
All lines of picture drawn
30 to 60 times per second
Suitable for line
drawing
Higher resolution than
raster scan
Draws smooth line
38. Thinner, less volume, weight and volume
Flat Panel Displays
Non-Emissive display : convert sunlight
or other light to display
Emissive display : convert
electrical energy to light
Plasma panel display
LED display
Liquid Crystal display (LCD)
39. Plasma Panel Displays
Flat Panel Displays
Basic design of plasma panel device
Ref: Computer Graphics - Donald Hearn, Baker M. Pauline
40. Plasma Panel Displays
Flat Panel Displays
Basic design of electroluminscent device
Ref: Computer Graphics - Donald Hearn, Baker M. Pauline
42. Flat Panel Displays
Has line of infrared LEDs along one
horizontal and one vertical edge.
When crossing beams are interrupted, ,
position on screen is identifiec by detectors
Touch Panels
Screen selected using touch of finger. Three types of touch panels
1. Optical Touch Panel
Opposite end contains light detectors
Infrared light not visible to eyes
detectors
detectors
LEDs
LEDs
43. Flat Panel Displays
Other plate coated with resistive/oppose
material.
Outer plate touches inner plate and voltage
drops accross resistive plate and we get
selelcted screen position
Touch Panels
2. Electrical Touch Panel
Contains two transparent plates
separated by small distance
One plate coated with conductive material
conductive material plate
resistive material plate
44. Flat Panel Displays
Sound waves are generated in
horizontal and vertical directions in
glass plate
When screen is touched, waves get reflected
from fingers to emitters
Screen position is caculated from time between
transmission and reflection to emitter
Touch Panels
3. Acoustical (Sound) Touch Panel
High frequency sound is used
emitters
emitters
sound waves
45. What is ouput primitives ?
Ouput Primitives
They are basic geometric diagrams used to draw a scene
Basic geometric diagrams are grouped to draw complex scene
Examples of basic output primitives
Points
Straight lines
Circles
Conic section and surfaces
Quadric surfaces
Spline curves and surfaces
Polygon color areas
Character strings
46. Ouput Primitives
Point
Syntax : setPixel(int x,int y,int color), putpixel(int x,int y,int color)
setPixel(x,y) and putpixel() functions set color of pixel at x, yosition.
Ex: setPixel(30,60,BLUE), putpixel(60,40,RED)
getpixe() function returns color of pixel at x, y position
Syntax : int getpixel(int x, int y)
Ex: int color = getpixel(70,80)
47. Ouput Primitives
Text
Syntax : setTextColor(hdc,RGB_value)
setTextColor() function is changes color of text.
Ex: setTextColor(hDC,RGB(255,0,0))
setTextAlign() is used to align the text.
Syntax : setTextAign(int align)
Ex. setTextAlign(2) // aligns text at center
48. Ouput Primitives
Marker
setMarkerType(mt) - set marker symbol
Marker symbol is single character displayed in different color and size
wcPoints = array of coordinate position.
polymaker() - draws figure with marker symbol already set
Syntax : polymarker(n, wcPoints)
n = no. of points
49. Attributed of Ouput Primitives
Text - font or typeface, color, alignment, space, height etc.
Marker- size,color,type
Line - type, width, color
Curve - type, width, color
Various functions are available to change these attributes
50. Graphics Standards
Standards are required so that software moves easily from one hardware
system to another (portability)
Graphical Kernel System (GKS) - two dimensional and three dimensional
graphics package
Programmer's Hierarchical Interactive Graphics Standard (PHIGS) - increasd
capability for object modelling, color, picture, surface manipulation
Computer Graphics Interface (CGI) - standards for device interface.
Computer Graphics Metafile (MGM) - standards for storing and transporting
pictures
51. Recent Trends in Computer Graphics
Virtual Reality ( VR)
Uses computer technology to create simulated / real like environment
Immersive VR - As if physicall present in non-physical world, simulates as
many senses as possible
Non - immersive : Computer generated environment without feeling of
present in virtual world
Semi - immersive VR : Virtual three dimesional environment while remain
connected to real world surroundings through senses.
52. Recent Trends in Computer Graphics
Virtual Reality ( VR)
Devices used in VR - Joysticks, force Balls/Tracking balls, controller wands, data
gloves, trackpads, On-device control, buttons, motion trackers, bodysuits,
treadmills and motion platforms,VR headsets, head mounted display
Applications of Virtual Reality
Sport
Mental health
Medical training
Education
Entertainment
Scientific Visualization
Construction
Military etc.
53. Recent Trends in Computer Graphics
Virtual Reality ( VR)
Examples of Virtual Reality
54. Recent Trends in Computer Graphics
Augmented Reality ( VR)
It is interactive environment where real world objects are improved by
computer generated information
Combination of real and virtual world, real time interaction , 3D real and
virtual objects
VR is completely based on virtual information and AR is provided with
additional computer generated information that improves reality
55. Recent Trends in Computer Graphics
Augmented Reality ( AR)
Examples of Augmented Reality
56. Computer Graphics Progam in C
Functions and files required for writing basic c program
void initgraph( ) - This function is compulsory. It is written at beginning of
program, we enter into graphics mode by this function.
Ex: initgraph(&gd, &gm, "C:TURBOC3BGI");
closegraph() - This function is compulsory and written at end of program.It
closes the graphics mode bring back to previous mode.
Ex: closegraph();
graphics.h - this is header file and compulsory required in program. It contains
simple graphic functions
Ex: #include<graphics.h>
57. How To Write Graphics Progam in C ?
Open TURBOC software
Open a new file in TURBOC
Write edit c program.
Save the program file with .c extension in TURBOC like filename.c
Compile (check errors ) the program, click on compile button in TURBOC
If no errors click run the program , click on run button in TURBOC
You will get the graphics ouput on screen
58. Simple Graphics Progam in C
#include <graphics.h>
#include<conio.h>
#include<stdio.h>
void main()
{
int gd = DETECT, gm;
int x =100, y= 150;
int radius = 90;
initgraph(&gd, &gm, "C:TURBOC3BGI");
setcolor(YELLOW);
circle(x,y,radius);
rectangle(150,150,,300,300);
line(50,50,200,200);
getch();
closegraph();
}