Computer Graphics Raster Devices Transformations - PowerPoint PPT Presentation

1 / 19
About This Presentation
Title:

Computer Graphics Raster Devices Transformations

Description:

An affine transformation is represented by matrices. Translation ... The translation part of the affine transformation arises from the third column ... – PowerPoint PPT presentation

Number of Views:287
Avg rating:3.0/5.0
Slides: 20
Provided by: DSB4
Category:

less

Transcript and Presenter's Notes

Title: Computer Graphics Raster Devices Transformations


1
Computer GraphicsRaster DevicesTransformations
  • Areg Sarkissian

2
Raster Devices
  • Most displays used for computer graphics are
    raster displays.
  • The surface of raster displays has a certain
    number of pixels that it can show, such as 640 X
    480 307,000 pixels
  • All raster displays have a built-in coordinate
    system that associates a given pixel in an image
    with a given physical position on the display
    surface.
  • The horizontal coordinate Sx increases from left
    to right, and the vertical coordinate Sy
    increases from top to bottom. They have an
    upside-down coordinate system. (0,0)
    (639,0)
  • (0,479)
  • Consist of three main parts 1) Frame Buffer 2)
    Scan Controller 3) Digital to Analog Converter
    (DAC)

3
Frame Buffer
  • A region of memory sufficiently large to hold all
    of the pixel values for display.
  • A graphic card that is installed in a personal
    computer actually houses the memory required for
    the frame buffer.
  • The display memory can be thought of a two
    dimensional array memxy

4
Scan Controller DAC
  • The scan controller causes the frame buffer to
    send each pixel through a converter to the
    appropriate physical spot on the display surface.
  • The scan controller addresses one pixel value,
    memxy, in the frame buffer at the same time
    it addresses one position, (x, y), on the face of
    CRT.
  • The converter takes a pixel value such as 010010
    and converts it to the corresponding quantity
    that produces a spot for each red, green, and
    blue colors on the display.
  • The dots are so close together that eye sees one
    composite dot and a single color that is the sum
    of the three component colors. Thus, the
    composite dot can be made glow in a total of
    4x4x464 different colors.

5
(No Transcript)
6
Scan Controller DAC
  • Some of the more expensive systems have a frame
    buffer that support 24 planes of memory. Each of
    the DACs has eight input bits, so there are 256
    level of red, green, blue. (16 million colors)
  • Monochrom
  • A single DAC converts pixel values in the frame
    buffer to voltage levels, which drive a single
    electron-beam gun. Note that 6 planes in frame
    buffer give 64 levels of gray.

7
Indexed Color and the Lookup Table
  • A color lookup table (LUT), which offers a
    programmable association between a pixel value
    and the final displayed color
  • The color depth is again six, but the 6 bits
    stored in each pixel go through an intermediate
    step before they drive the CRT.
  • These bits are used as an index into a table of
    64 values (LUT0LUT63)
  • Each LUTi contains a 15-bit value, which every
    five bits drives corresponding DAC. (Red, Green,
    Blue)
  • The set of 215 possible colors that the system
    is capable of displaying is called its palette,
    so the palette for this system is 32K colors
  • Since LUT has only 64 bits index, so it can only
    show 64 different color at a time on the screen.

8
Indexed Color
9
Coordinates Translation
  • Usually the upside-down coordinates of raster
    displays are translated to a more familiar
    coordinates (Cartesian Coordinates) in
    programming languages, such as OpenGL.

y
x
(0, 0)
10
Transformations
  • Transformations are very useful in computer
    graphics in a number of situations
  • A scene can be fashioned by placing a number of
    instances of an object at different places and
    with different sizes using proper transformation.
  • A single motif can be designed and then fashion
    the whole shape of an object by reflection,
    rotation, and translation of the motif. (ex.
    Snowflake)
  • Helps a designer to view an object from different
    vantage points and make a picture from each one.
  • In a computer animation, several objects must
    move relative to one another from frame to frame.

11
Transformations
  • A transformation alters each point P in space (2D
    or 3D) into a new point Q by means of a specific
    formula or algorithm.
  • An arbitrary point P in the plane is mapped to
    another point Q. We say that Q is the image of P
    under the mapping T.
  • An object is being transformed by transforming
    each of its points using the same function T(P)
    for each point.
  • Points are represented as

y
QT(P)
y
QT(P)
P
P
x
x
z
12
Affine (or Linear) Transformations
  • Types of Affine Transformations
  • Translation
  • Scaling
  • Reflection
  • Rotation
  • An affine transformation is represented by
    matrices.

13
Translation
  • Translates a picture into a different position on
    a graphics display.
  • The translation part of the affine transformation
    arises from the third column of the matrix for 2D
    and forth column for 3D.
  • 2D 3D

Example 2D translation
?
14
Scaling
  • Changes the size of a picture and involves two
    scale factors Sx and Sy for the x- and
    y-coordinates
  • (Qx, Qy) (SxPx, SyPy)
  • Thus, the matrix for scaling is simply

3D
2D
Example
15
Reflection
  • If a scale factor is negative, then there is also
    a reflection about a coordinate axis.

About x-axis
About y-axis
P
Example reflection about x-axis
x
QT(P)
16
2D Rotation
  • The rotation of a figure about a given point
    through some angle.
  • The matrix for 2D rotation about origin
  • Example P(x, y) and

QT(P)
60
P
17
3D Rotation
  • The 3D rotation matrices about each coordinate

About x-axis (x-roll)
About y-axis (y-roll)
About z-axis (z-roll)
18
Rotation about an arbitrary point
  • The result of this rotation will be product of
    three matrices.
  • Step 1) Translation (a, b) to (0, 0)
  • Step 2) Rotation point P about origin (0, 0)
  • Step 3) Translation (0, 0) to (a, b)
  • Example (a, b) is an arbitrary point and P(x, y)

T(P)Q
P
(a, b)
(0,0)
Step 1
Step 2
Step 3
19
References
  • Computer Graphics Using OpenGL
  • F.S Hill, Jr
Write a Comment
User Comments (0)
About PowerShow.com