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		| Lesson#33 | Graphics and Animation |  |  |  |  
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		Graphics & Animation
 We will become familiar with the 
		role that graphics and animations play in computing
 We will look at how graphics & animation are displayed
 We will look at a few popular formats used for storing graphics and 
		animation
 
 
 
		33.1 Computer Graphics:
 Images created with the help of 
		computers
 2-D and 3-D (displayed on a 2-D screen but in such a way that they give 
		an illusion of depth)
 Used for scientific research, artistic expression, or for industrial 
		applications
 Graphics have made the computer interfaces more intuitive by removing 
		the need to memorize
 commands
 
 
 
		33.2 Displaying Images:
 Most all computer displays consist 
		of a grid of tiny pixels arranged in a regular grid of rows and
 columns
 Images are displayed by assigning different colors to the pixels located 
		in the desired portion of the
 computer display
 Let’s discuss the pixel a bit more …
 
 
 
		Pixel:
 The smallest image forming element 
		on a computer display
 The computer display is made up of a regular grid of these pixels
 The computer has the capability of assigning any color to any of the 
		individual pixels on the display
 Let’s now see how the computer displays a square
 
 
 
		33.3 Pixel Colors :The color of each pixel is 
		generally represented in the form a triplet
 In a popular scheme – the RGB scheme – each part of the triplet 
		represents the intensity of one of out of
 three primary colors: red, green, blue
 Often, the intensity of each color is represented with a byte, resulting 
		in 256x256x256 (16+ million)
 unique color combinations
 If this scheme is used to display an image that is equal to the size of 
		an XGA (1024x768 pixels) display,
 the image will require 2.25MB of storage, which is just too much
 A number of clever schemes have been invented to reduce the number of 
		bytes that are required for
 storing graphics. 2 popular ones:
 Color mapping
 Dithering
 
 
 
		33.4 Color Mapping :Instead of letting each pixel 
		assume one out of 16 million possible colors, only a limited number of
 colors – called the platelet – are allowed
 For example, the platelet may be restricted to 256 colors (requiring 1 
		byte/pixel instead of 3)
 Each value, from 0 to 255, is mapped to a selected RGB color through a 
		table, reducing the size of a
 2.25MB graphic to 0.75MB
 
 The quality of the displayed image 
		will not suffer at all if the image only uses colors that are a part of
 the platelet
 
 
 
		Color Platelet Example:Color Platelet Code Actual Color 
		in RGB
 1 255, 255, 000 (yellow)
 2 255, 000, 000 (red)
 3 000, 255, 255 (cyan)
 4 255, 153, 051 (orange)
 … …
 … …
 … …
 
 
 
		33.5 Dithering:In this scheme, pixels of 
		alternating colors are used to simulate a color that is not present in 
		the platelet
 For example, red and green pixels can be alternated to give the 
		impression of bright yellow
 The quality of the displayed image is poorer
 
 
 
		33.6 Aliasing:
 The computer screen consists of 
		square-ish pixels arranged in a fixed grid
 At times, when a diagonal line is drawn on this grid, it looks more like 
		a staircase, instead of a straight
 line
 This effect – called aliasing – can be managed by reducing the size of 
		pixels
 
 
 
		33.7 Anti-Aliasing:
 Anti-aliasing is another technique 
		used for managing the ‘staircase’ effect
 Let’s say that we need to draw a white straight-line such that it 
		overlaps 60% with one pixel, and 40%
 with another initially, and near the end, 58%, 41%, and 1%, 
		respectively, with three pixels
 
 
 The staircase effect is caused 
		because the proper drawing of the line requires a pixel that does not 
		exist
 There are three options in this case:
 Assign the white color to the pixel corresponding to the largest overlap
 Assign the white color to both pixels
 Either of these will cause the staircase effect
 The 3rd option is to color the pixel with 60% overlap to a 40% gray 
		color & the other one to 60% gray
 Result: A smoother - pleasing to the eye - look
 
 
 
		33.8 Graphics File Formats:
 The choice of the format generally 
		depends upon the nature of the image. For example:
 An image of natural scenery contains many irregular, non-gemetric 
		shapes, therefore is stored in bitmap
 format
 A CAD drawing consists of many geometric shapes like straight lines, 
		arcs, etc. and therefore is stored
 in a vector format
 A third situation arises when dealing with graphics that contain both 
		regular and irregular shapes
 
 
 
		33.9 Vector or Object-Oriented Graphics:
 Treats everything that is drawn as 
		an object
 Objects retain their identity after they are drawn
 These objects can later be easily moved, stretched, duplicated, deleted, 
		etc
 Are resolution independent
 Relatively small file size
 Examples: swf, svg, wmf, ps
 
 
 
		33.10 Bit-Mapped or Raster Graphics:
 Treats everything that is drawn as 
		a bit-map
 If an object is drawn on top of another, it is difficult to move just 
		one of them while leaving the other
 untouched
 Changing the resolution often requires considerable touch-up work
 Relatively large file size
 Examples: gif, jpg, bmp
 
 33.11 File Formats Popular on the Web (1):
 gif (Graphical Interchange Format)
 Bit-map images compressed using the LZW algo.
 The number of colors is first reduced to 256 and then consecutive pixels 
		having the same color are
 encoded in a [color, numberOfPixels] format
 Works well with computer-generated graphics (e.g. CAD, block diagrams, 
		cartoons) but not with
 natural, realistic images
 Loss-less for images having 256 colors or less
 1 2 3 4 5
 
 jpg (JPEG – Joint Photographic 
		Experts Group)
 Compressed, full-color and gray-scale bit-map images of natural, 
		real-world scenes, where most every
 pixel differs in color from its neighbor
 It does not work as well as gif with non-realistic images, such as 
		cartoons or line drawings
 Does not handle compression of B&W images
 Lossy
 swf (Shockwave Flash)
 Designed for 2-D animations, but can also be used for storing static 
		vector images as well
 A special program (called a plug-in) is required to view swf files in a 
		Web browser
 svg (Structured Vector Graphics)
 New format; may become more popular than swf
 
 
 
		33.12 Image Processing:
 A branch of computer science 
		concerned with manipulating and enhancing computer graphics
 Examples:
 Converting 2-D satellite imagery into a 3-D model of a terrain
 Restoring old, faded photographs into something closer to the original
 Determining the amount of silting in Tarbela lake from a satellite image
 
 
 
		33.13-D Graphics:
 Flat images enhanced to impart the 
		illusion of depth
 We perceive the world and the objects in it in 3-D - breadth, width, 
		depth - although the images formed
 on the retinas of our eyes are 2-D
 The secret of 3-D perception: stereo vision
 The two eyes are spaced a few cm apart
 Result: The images formed on the two retinas are slightly different
 The brain combines these two into a single 3-D image, enabling us to 
		perceive depth
 
 
 
		3-D Graphics: Applications:
 Games
 Medical images
 3-D CAD
 
 
 
		3-D Rendering:
 The process of converting 
		information about 3-D objects into a bit-map that can be displayed on a 
		2-D
 computer display
 Computationally, very expensive!
 Steps:
 Draw the wire-frame (skeleton, made with thin lines)
 Fill with colors, textures, patterns
 Add lighting effects (reflections, shadows)
 
 
 
		33.14 Animation:
 Graphics in motion, e.g. cartoons
 Illusion of motion is created by showing the viewer a sequence of still 
		images, rapidly
 Drawing those images - each slightly different from the previous one - 
		used to be quite tedious work
 Computers have helped in cutting down some of the tediousness
 
 
 See next slides
 
 
 
		Computer Animation: Examples
 Games
 Cartoons, movies
 Visualization of processes, e.g the IM process
 Displaying the results of scientific experiments, e.g. nuclear fusion
 
 
 
		Tweening:
 Creating a reasonable illusion of 
		motion requires the drawing of 14-30 images per second of animation
 – very tedious!
 In practice, only 4-5 images (called key images) instead of 14-30 are 
		drawn, and then the computer is
 asked to create the remaining in-between images
 This process of creating these in-between images from key images is 
		called in-betweening (or tweening
 for short)
 The simplest algorithm for tweening calculates the position of a 
		particular segment of an image by
 calculating the average of the positions of that same image segment 
		belonging to adjacent key images
 
 
 
		The Future of Graphics & Animation:
 New graphic-file storage formats 
		will appear with better compression efficiencies
 3-D animation will become more popular as computers become faster and 
		algorithms become smarter
 More realistic games; better realism in movies – may, one day, make the 
		human actors extinct
 
 
 
		Today’s Goal:Graphics & Animation
 We became familiar with the role 
		that graphics and animations play in computing
 We discussed how graphics & animation are displayed
 We also looked at several formats used for storing graphics and 
		animation
 
 
 
		Next Lecture:(Intelligent Systems)
 To become familiar with the 
		distinguishing features of intelligent systems with respect to other 
		software
 systems
 To become able to appreciate the role of intelligent systems in 
		scientific, business and consumer
 applications
 To look at several techniques for designing intelligent systems
 
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