Computer Graphics and Multimedia Applications Overview

 
Subject: Computer Graphics and
Multimedia Applications
Code: BCA401N
 
BY
Dr MAYUR RAHUL
(E762)
DEPARTMENT OF COMPUTER APPLICATION
UIET, CSJM UNIVERSITY, KANPUR
 
OUTLINE
 
Primitive Instancing
Sweep Representation
Boundary Representations
Spatial Partitioning Representations
Constructive Solid Geometry
Comparison of Representations
 
Primitive Instancing
 
This scheme is based on notion of families of object, each member of a family
distinguishable from the other by a few parameters.
Each object family is called a generic primitive, and individual objects within a
family are called primitive instances. For example, a family of bolts is a generic
primitive, and a single bolt specified by a particular set of parameters is a
primitive instance.
 The distinguishing characteristic of pure parameterized instancing schemes is the
lack of means for combining instances to create new structures which represent
new and more complex objects.
The other main drawback of this scheme is the difficulty of writing algorithms for
computing properties of represented solids.
A considerable amount of family-specific information must be built into the
algorithms and therefore each generic primitive must be treated as a special case,
allowing no uniform overall treatment.
 
Sweep Representation
 
Sweep representations are used to
construct three dimensional objects
from two dimensional shape .
There are two ways to achieve sweep:
Translational sweep 
and 
Rotational
sweep
.
In translational sweeps, the 2D shape
is swept along a linear path normal to
the plane of the area to construct three
dimensional object.
To obtain the wireframe representation
we have to replicate the 2D shape and
draw a set of connecting lines in the
direction of shape, as shown in the
figure (8)
 
Sweep Representation
 
In rotational sweeps, the 2D shape is rotated about an a
axis of rotation specified in the plane of 2D shape to
produce three dimensional object. This is illustrated in
figure (9).
In general we can specify sweep constructions using any
path. For translation we can vary the shape or size of the
original 2D shape along the sweep path.
For rotational sweeps, we can move along a circular path
through any angular distance from 0° to 360°.
These sweeps whose generating area or volume changes
in size, shape or orientation as they are swept and that
follow an arbitrary curved trajectory are called general
sweeps .
General sweeps are difficult to model efficiently for
example, the trajectory and object shape may make the
swept object intersect itself, making volume calculations
complicated. Further more, general sweeps do not always
generate solids. For example, sweeping a 2D shape in its
own plane generates another 2D shape.
 
Boundary Representations
 
Boundary Representation, or B-rep for short, can be
considered as an extension to the wireframe model.
The merit of a B-rep is that a solid is bounded by its
surface and has its interior and exterior.
The surface of a solid consists of a set of well-organized
faces, each of which is a piece of some surface (.e.g., a
surface patch).
Faces may share vertices and edges that are curve
segments. Therefore, a B-rep is an extension to the
wireframe model by adding face information to the latter.
There are two types of information in a B-rep: topological
and geometric.
Topological information provides the relationships among
vertices, edges and faces similar to that used in a
wireframe model.
 In addition to connectivity, topological information also
includes orientation of edges and faces. Geometric
information is usually equations of the edges and faces.
 
Boundary Representations
 
The orientation of each face is important. Normally, a face is
surrounded by a set of vertices.
Using the right-handed rule, the ordering of these vertices for
describing a particular face must guarantee that the normal vector
of that face is pointing to the exterior of the solid.
Normally, the order is counter clockwise. If that face is given by
an equation, the equation must be rewritten so that the normal
vector at every point on the part that is being used as a face points
to the exterior of the solid.
Therefore, by inspecting normal vectors one can immediately tell
the inside and outside of a solid under B-rep. This orientation must
be done for all faces.
The following shows three faces and their outward pointing
normal vectors.
To describe the top surface, the vertices should be 6, 7, 2, 1 or 7, 2,
1, 6 or 2, 1, 6, 7 or 1, 6, 7, 2.
To describe the left face, the order should be 1, 2, 3, 4 or 2, 3, 4, 1
or 3, 4, 1, 2 or 4, 1, 2, 3.
 
Spatial Partitioning Representations
 
In geometry, 
space partitioning 
is the process of
dividing a space (usually a Euclidean space) into
two or more disjoint subsets.
In other words, space partitioning divides a space
into non-overlapping regions. Any point in the
space can then be identified to lie in exactly one of
the regions.
In computer science, binary space partitioning
(BSP) is a method for recursively subdividing a
space into two convex sets by using hyperplanes as
partitions.
This process of subdividing gives rise to a
representation of objects within the space in the
form of a tree data structure known as a BSP tree.
 
Constructive Solid Geometry
 
Constructive solid geometry (CSG; formerly called
computational binary solid geometry) is a technique
used in solid modeling.
Constructive solid geometry allows a modeler to
create a complex surface or object by using
Boolean operators to combine simpler objects,
potentially generating visually complex objects by
combining a few primitive ones. In 3D computer
graphics and CAD, CSG is often used in procedural
modeling. CSG can also be performed on polygonal
meshes, and may or may not be procedural and/or
parametric.
Contrast CSG with polygon mesh modeling and
box modeling
.
 
Comparison of Representations
 
REFERENCES
 
https://www.tutorialspoint.com/
https://www.studytonight.com/
https://www.geeksforgeeks.org/
https://www.javatpoint.com/
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This content provides an overview of computer graphics and multimedia applications covering topics such as primitive instancing, sweep representations, boundary representations, and spatial partitioning. It discusses the concepts and methods used in creating three-dimensional objects from two-dimensional shapes, including translational and rotational sweeps. The information delves into the challenges and benefits of different representation techniques in computer graphics.

  • Computer Graphics
  • Multimedia Applications
  • 3D Objects
  • Representation Techniques
  • Computer Applications

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  1. Subject: Computer Graphics and Multimedia Applications Code: BCA401N BY Dr MAYUR RAHUL (E762) DEPARTMENT OF COMPUTER APPLICATION UIET, CSJM UNIVERSITY, KANPUR

  2. OUTLINE Primitive Instancing Sweep Representation Boundary Representations Spatial Partitioning Representations Constructive Solid Geometry Comparison of Representations

  3. Primitive Instancing This scheme is based on notion of families of object, each member of a family distinguishable from the other by a few parameters. Each object family is called a generic primitive, and individual objects within a family are called primitive instances. For example, a family of bolts is a generic primitive, and a single bolt specified by a particular set of parameters is a primitive instance. The distinguishing characteristic of pure parameterized instancing schemes is the lack of means for combining instances to create new structures which represent new and more complex objects. The other main drawback of this scheme is the difficulty of writing algorithms for computing properties of represented solids. A considerable amount of family-specific information must be built into the algorithms and therefore each generic primitive must be treated as a special case, allowing no uniform overall treatment.

  4. Sweep Representation Sweep representations are used to construct three dimensional objects from two dimensional shape . There are two ways to achieve sweep: Translational sweep and Rotational sweep. In translational sweeps, the 2D shape is swept along a linear path normal to the plane of the area to construct three dimensional object. To obtain the wireframe representation we have to replicate the 2D shape and draw a set of connecting lines in the direction of shape, as shown in the figure (8)

  5. Sweep Representation In rotational sweeps, the 2D shape is rotated about an a axis of rotation specified in the plane of 2D shape to produce three dimensional object. This is illustrated in figure (9). In general we can specify sweep constructions using any path. For translation we can vary the shape or size of the original 2D shape along the sweep path. For rotational sweeps, we can move along a circular path through any angular distance from 0 to 360 . These sweeps whose generating area or volume changes in size, shape or orientation as they are swept and that follow an arbitrary curved trajectory are called general sweeps . General sweeps are difficult to model efficiently for example, the trajectory and object shape may make the swept object intersect itself, making volume calculations complicated. Further more, general sweeps do not always generate solids. For example, sweeping a 2D shape in its own plane generates another 2D shape.

  6. Boundary Representations Boundary Representation, or B-rep for short, can be considered as an extension to the wireframe model. The merit of a B-rep is that a solid is bounded by its surface and has its interior and exterior. The surface of a solid consists of a set of well-organized faces, each of which is a piece of some surface (.e.g., a surface patch). Faces may share vertices and edges that are curve segments. Therefore, a B-rep is an extension to the wireframe model by adding face information to the latter. There are two types of information in a B-rep: topological and geometric. Topological information provides the relationships among vertices, edges and faces similar to that used in a wireframe model. In addition to connectivity, topological information also includes orientation of edges and faces. Geometric information is usually equations of the edges and faces.

  7. Boundary Representations The orientation of each face is important. Normally, a face is surrounded by a set of vertices. Using the right-handed rule, the ordering of these vertices for describing a particular face must guarantee that the normal vector of that face is pointing to the exterior of the solid. Normally, the order is counter clockwise. If that face is given by an equation, the equation must be rewritten so that the normal vector at every point on the part that is being used as a face points to the exterior of the solid. Therefore, by inspecting normal vectors one can immediately tell the inside and outside of a solid under B-rep. This orientation must be done for all faces. The following shows three faces and their outward pointing normal vectors. To describe the top surface, the vertices should be 6, 7, 2, 1 or 7, 2, 1, 6 or 2, 1, 6, 7 or 1, 6, 7, 2. To describe the left face, the order should be 1, 2, 3, 4 or 2, 3, 4, 1 or 3, 4, 1, 2 or 4, 1, 2, 3.

  8. Spatial Partitioning Representations In geometry, space partitioning is the process of dividing a space (usually a Euclidean space) into two or more disjoint subsets. In other words, space partitioning divides a space into non-overlapping regions. Any point in the space can then be identified to lie in exactly one of the regions. In computer science, binary space partitioning (BSP) is a method for recursively subdividing a space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a representation of objects within the space in the form of a tree data structure known as a BSP tree.

  9. Constructive Solid Geometry Constructive solid geometry (CSG; formerly called computational binary solid geometry) is a technique used in solid modeling. Constructive solid geometry allows a modeler to create a complex surface or object by using Boolean operators to combine simpler objects, potentially generating visually complex objects by combining a few primitive ones. In 3D computer graphics and CAD, CSG is often used in procedural modeling. CSG can also be performed on polygonal meshes, and may or may not be procedural and/or parametric. Contrast CSG with polygon mesh modeling and box modeling.

  10. Comparison of Representations

  11. REFERENCES https://www.tutorialspoint.com/ https://www.studytonight.com/ https://www.geeksforgeeks.org/ https://www.javatpoint.com/

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