Monday 15 July 2013

Short Note Based on MG University Computer Graphics and Multimedia Syllabus B.Sc Computer Science

Compression
 Data compression, source coding, or bit-rate reduction
 -Lossless compression
--Reduces bits by identifying and eliminating statistical redundancy
 -Lossy compression
--Dropping nonessential detail
RLE in Text and image
-Run-length encoding
- stored as a single data value and count, rather than as the original run
-eg: 12W1B12W3B24
- lossless data compression
- used by bitmap and jpeg.
Lempel–Ziv–Welch (LZW)
- universal lossless data compression algorithm
- gif, tiff, pdf
- Encoding
--A high level view of the encoding algorithm is shown here:
1.Intlize the dictnry 2 contain al strngs f lngth 1. 2.Fnd d lngst strng W in the dctinry tht matchs d current i/p.
3.Emit the dictnry index for W to o/p & remove W from the i/p. 4.Add W folowd by d next symbl in d i/p 2 d dictnry. 5.Go 2 Step 2.


Huffman's Coding
- is an entropy encoding algorithm usd 4 lossless data compression
- The technique works by creating a binary tree of nodes. These can be stored in a regular array, the size of which depends on the number of symbols. A node can be either a leaf node or an internal node. Initially, all nodes are leaf nodes, which contain the symbol itself, the weight of the symbol and optionally, a link to a parent node which makes it easy to read the code starting from a leaf node. Internal nodes contain symbol weight, links to two child nodes and the optional link to a parent node. As a common convention, bit '0' represents following the left child and bit '1' represents following the right child. A finished tree has up to  leaf nodes and  internal nodes. A Huffman tree that omits unused symbols produces the most optimal code lengths.

Graphics Interchange Format
-widespread usage World Wide Web due to its wide support and portability.
- upport up to 8 bits per pixel
- 256 distinct colors chosen from the 24-bit RGB color space
-LZW Lossless compression
-usg ,anim, ow-color sprite data for games
JPEG
-JPEG uses a lossy form of compression based on the discrete cosine transform (DCT).
-extension  .jpg and .jpeg, though .jpe, .jfif and .jif 
Software for animation : Presentation , Application(), Authoring, Animation, Web browser, Html editors.
MORPHING
Morphing is a special technique that creates a smooth, controlled transformation of one image into another. The morphing effect is widely used for various tasks ranging from generation of fancy special effects, smoothing transitions between video frames to funny warping of faces and mixing parent's photos for prediction of how their child will look like . A classic example of this sort of transformation is shown in the well-known Black Or White video clip by Michael Jackson, where the faces of different people change one into another.

Explore Different Types of Animation
-2D, 3D and Stop Motion
-Any way to manipulate a sequence of images, frame by frame, is considered a Type of Animation.  All animations  falls into one of these three categories.
-2D animation
The term "2D" refers to animation that is created using two dimensional drawings.
-3D animation
"3D" refers to Computer Generated Images (CGI) that create the illusion of three dimensional space with great accuracy.
-Stop Motion Types of animation
Everything that is shot live, frame by frame, in front or under a camera is called Stop Motion or "Stop Frame" Animation. Clay animations are usually the first thing that comes to mind in this category.

Pre-Production
Stage 1: planning
•poor planning results in a loss of money, •with poor planning  an inferior video is created
•Deliverables:, •Proposal -explains the content and identifies the target audience, •Storyboard -graphic organizer of main scenes, •Script -dialogue, narration, audio instructions and visual instructions

Production
Stage 2: set your stage and shoot the footage
•Consider:
•framing and composition
•lighting requirements
•audio, •camera techniques
•lead in and lead out

Post-Production
•Stage 3: edit and enhance your footage
•select and trim clips
•add:, •transitions,
•audio(music, voice over, sound effects), •titles and credits,
•text,credits, graphics and animation
•special effects (filters, green screen)
•render your video, •publish it
Raster-Scan Displays
The most common type of graphics monitor employing a CRT is the raster-scan display, based on television technology. In a raster-scan system, the electron beam is swept across the screen, one row at a time from top to bottom. As the electron beam moves across each row, the beam intensity is turned on and off to create a pattern of illuminated spots. Picture definition is stored in a memory area called the refresh buffer or frame buffer. Each screen point is referred to as a pixel. The capability of a raster-scan system to store intensity information for each screen point makes it well suited for the realistic display of scenes containing subtle shading and color patterns.
Random-Scan Displays
 a CRT has the electron beam directed only to the parts of the screen where a picture is to be drawn. These monitors draw a picture one line at a time and for this reason are also referred
to as vector displays. Random-scan systems are designed for line drawing applications and cannot display realistic shaded scenes.


DDA Algorithm
The digital differential analyzer (DDA) is a scan-conversion line algorithm. This algorithm is summarized in the following procedure, which accepts as
input the two endpoint pixel positions. Horizontal and vertical differences between the endpoint positions are assigned to parameters dx and dy. The difference with the greater magnitude determines the value of parameter steps. Starting with pixel position (xa, ya), we determine the offset needed at each step to generate the next pixel position along the line path. We loop through this process steps times. If the magnitude of dx is greater than the magnitude of dy and xa is less than xb, the values of the increments in the x and y directions are 1 and m, respectively. If the greater change is in the x direction, but xa is greater than xb, then the decrements - 1 and -m are used to generate each new point on the line. Otherwise, we use a unit increment (or decrement) in they direction and an x increment
(or decrement) of l / m .



Bresenham's Line Algorithm
An accurate and efficient raster line-generating algorithm, developed by Bresenham, scan converts lines using only incrementa1 integer calculations that can be adapted to display circles and other curves.


LINE ATTRIBUTES
Basic attributes of a straight line segment are its type, its width, and its color. Various attribute specifications.
-Line Type
Possible selections for the line-type attribute include solid lines, dashed lines, and dotted lines.
-Line Width
Implementation of line- width options depends on the capabilities of the output device.
-Pen and Brush Options
With some packages, lines can be displayed with pen or brush selections. Options in this category include shape, size, and pattern.
-Line Color
When a system provides color (or intensity) options, a parameter giving the current color index is included in the list of system-attribute values.


AREA-FILL ATTRIBUTES
Options for filling a defined region include a choice between a solid color or a patterned fill.
-Fill Styles
Areas are displayed with three basic fill styles: hollow with a color border, filled
with a solid color, or Wed with a specified pattern or design.
-Pattern fill
-Soft fill : Modified boundary-fill and flood-filI procedures that are applied to repaint areas so that the fill color is combined with the background colors are referred to as soft-fill or tint-fill algorithms.
CHARACTER TEXT ATTRIBUTES
-Font, size, color, and orientation
- bold face,  italics, underline

Transformations
applying translation, rotation, and scaling parameters to reposition and resize two-dimensional objects.
-Translation
A translation is applied to an object by repositioning it along a straight-line path from one coordinate location to another.
-Rotation
A two-dimensional rotation is applied to an object by repositioning it along a circular path in the xy plane.
-Scaling
A scaling transformation alters the size of an object.

LOGICAL CLASSIFICATION OF INPUT DEVICES
LOCATOR - a device for specifying coordinate position ( x , y)
STROKE- a device for specifying a series of coordinate positions
STRING- a device for specifying text input( Physical Keyboard)
VALUATOR-a device for specifying scalar value:
CHOICE-a device for selecting menu options(with mouse)
PICK-a device for selecting picture components(pick widow)
-LOCATOR: mouse, joystick, trackball, space ball, thumbwheels, dials, a digitizer stylus or hand cursor, or some other cursor-positioning
device.
-STROKE: This class of logical devices is used to input a sequence of coordinate positions. Stroke-device input is equivalent to multiple calls to a locator device. The set of input points is often used to display line sections.
---VALUATOR - scalar values are stores. such rotation angle.



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