Unit 1: Fundamentals - Computer Graphics Notes - CSU358

Unit 1: Fundamentals & Hardware

1.1 What is Computer Graphics?

The Concept: Imagine you have a list of numbers (data) and you want to turn them into a painting (image). Computer Graphics is the Tool (brush) and Process (painting techniques) that makes this happen.

Common Input Devices

Tools used to give commands to the computer:

The Graphics Pipeline (The Assembly Line)

Before a 3D shape appears on your 2D screen, it goes through a factory process:

  1. Modeling: Creating the object (wireframe).
  2. Transformation: Moving/Rotating it in the world.
  3. Projection: Squashing 3D to 2D (like a shadow).
  4. Clipping: Cutting off parts outside the camera view.
  5. Rasterization: Turning shapes into pixels.
mindmap
  root((The 3D-to-2D Journey))
    1. Build It
      Modeling
      Wireframes
    2. Place It
      Transformation
      Rotate/Move in World
    3. Flatten It
      Projection
      3D to 2D Shadow
    4. Crop It
      Clipping
      Remove parts outside Camera
    5. Paint It
      Rasterization
      Vector Shapes to Pixels
            

1.2 Display Hardware: How images are shown

Raster vs. Random Scan

The two main ways to draw on a screen. Think of it as a Printer vs. a Human Hand.

Feature Raster Scan (The TV) Random Scan (The Plotter)
Analogy "The Paintbrush approach": It blindly paints the whole wall, row by row, left to right, top to bottom. It doesn't care if there's a picture there or not. "The Pen approach": It only moves the pen to where lines need to be drawn. If the screen is empty, the pen sits still.
Image Type Grid of Pixels (Can look jagged/pixelated). Smooth mathematical lines (Vectors).
Memory Needs a Frame Buffer (stores every single pixel's color). Needs a Display List (stores commands like "Draw Line A to B").
Cost Cheaper (Standard monitors). Expensive (Specialized engineering tools).

Special Hardware: DVST (Direct View Storage Tube)

Hidden Gem: Exams ask this as a short note. Think of it as "Permanent Ink".

Concept: An old-school display that stores the picture physically on the screen using a special mesh. It doesn't need to be constantly redrawn.

Phosphor Persistence

Definition: How long the screen "glows" after the electron beam moves away.

mindmap
  root((Drawing Engines))
    Raster Scan
      The Painter
      Whole Screen Grid
      Needs FrameBuffer
      Good for Photos
    Random Scan
      The Pen
      Draws Lines Only
      Smooth Curves
      No Jaggies
    DVST
      Permanent Ink
      Examples: Radar
      No Refresh Loop
            

1.3 Important Terms & Math

These are guaranteed 2-mark questions.

1. Resolution & Aspect Ratio

2. Dot Clock Frequency

Analogy: If the "Refresh Rate" is how many pages you read per minute, "Dot Clock" is how many words you read per minute.
$$Dot~Clock \approx Total~Pixels \times Refresh~Rate$$

It is the speed at which the electron beam must process individual dots.

3. Interlacing

Concept: A technique to reduce flicker and bandwidth.

3. Frame Buffer Calculation (Numerical)

Problem: How much memory (RAM) do you need to store one image?

$$Memory (bits) = Width \times Height \times Bits\_per\_pixel$$
Example: $640 \times 480$ image with 8-bit color.
$640 \times 480 \times 8 = 2,457,600$ bits.
$\div 8 = 307,200$ Bytes $\approx 300$ KB.
mindmap
  root((Display Math))
    Space
      Resolution (Detail)
        W x H
      Aspect Ratio (Shape)
        W / H
    Time
      Refresh Rate (Hz)
      Frame Time (1/Hz)
      Dot Clock (Px * Hz)
    Cost
      FrameBuffer Memory
        Res * ColorDepth
      Bandwidth
        Dot Clock Speed
            

1.4 Aliasing & Antialiasing

(From the "Hard Questions" section)

The Problem: Aliasing (The "Jaggies")

Because screens are grids of squares (pixels), you can't draw a perfect diagonal line. It looks like a staircase. This stair-step effect is called Aliasing.

The Solution: Antialiasing

Techniques to trick the eye into seeing a smooth line.

mindmap
  root((The Jaggies))
    Cause
      Square Pixels
      Diagonal Lines
      Low Resolution
    Effect
      Staircase Look
      Loss of Detail
    Cure (Antialiasing)
      Blur Overlay
      Grey Edges
      Super Sampling