INFOKARA RESEARCH ISSN NO: 1021-9056

APPLICATIONS OF -A STUDY

1#Seema Rani, 2*Mayank 1#Assistant Professor, 2*Computer Programmer 1#Deptt. of Computer Sci. & InformationTech., S.S.M College, Dinanagar (India)

2*Deptt. of Computer Sci. & InformationTech., S.S.M College, Dinanagar (India)

ABSTRACT In the literature of computer science, Computer Graphics participate with a critical responsibility because of their widespread applications. The present manuscript describes completely the meaning of Computer Graphics. Types of image illustration in Computer Graphics, that is, two dimensional and three dimensional images are momentarily discussed. The applications of Computer Graphics have well been explained in detail. Cathode Ray Tube (CRT) and Flat Panel Display have been elaborated with advantages and disadvantages along with their diagrammatic depiction. The document as well explains the meticulous learning of Input and Output devices with their functions.

Keywords: Sprite graphics, Vector graphics, Computer animation, Web Design, Simulation, Fluorescent cells.

INTRODUCTION Computer graphics are pictures and films shaped with the help of computers and usually, the term refers to computer-generated image data twisted with expert graphical hardware and software. It is a immense and lately developed area of computer science and has been introduced in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abridged as CG, though intermittently erroneously referred to as computer-generated imagery (CGI). Some topics in computer graphics comprise of user interface design, sprite graphics, vector graphics, , shaders, GPU design, implicit surface visualization with ray tracing, and computer vision. The by and large methodology depends profoundly on the underlying sciences of geometry, optics, and physics. Computer graphics is answerable for displaying art and image data efficiently and expressively to the consumer. It is also used for processing image data received from the physical world. Computer graphics development has had a noteworthy collision on many types of media and has revolutionized animation, movies, advertising, video games, and graphic design in general.

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TYPES OF IMAGE REPRESENTATION IN COMPUTER GRAPHICS 1. Two dimensional type 2D computer graphics are computer-based production of digital images-frequently from models, such as digital image, and by techniques specific to them. These graphics are mainly second-handed in applications that were originally developed upon conventional printing and drawing technologies such as typography. In those applications, the two-dimensional image is not just a illustration of a real-world entity, but an independent artifact with added semantic value; two- dimensional models are therefore favored since these give more direct control of the image than , whose approach is more analogous to photography than to typography. Secondly, a huge form of digital art, pixel art is created through the employ of raster graphics software, where images are abridged on the pixel level. Graphics in most old computer and video games, graphing calculator games, and many mobile phone games are by and large pixel art.

Thirdly, a sprite is a two-dimensional image or animation that is incorporated into a bigger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays. Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated temperament that can be enthused on a screen exclusive of altering the data defining the overall screen. Such sprites can be twisted by either electronic circuitry or software. In circuitry, a hardware sprite is a hardware construct that employs custom DMA channels to incorporate visual elements with the core screen in that it super-imposes two discrete video sources. Software can simulate this through specialized rendering methods.

Fourthly, the vector graphics formats are harmonizing to raster graphics which is the illustration of images as an array of pixels and is characteristically second-handed for the representation of photographic images. Vector graphics consists in encoding information about shapes and colours that encompass the image, which can tolerate for more elasticity in interpretation. There are instances when working with vector tools and formats is best practice and instances when working with raster tools and formats is most excellent practice and also there are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in well-organized and successful use of tools.

2. Three-dimensional Type

3D graphics, compared to 2D graphics, are graphics that use a three-dimensional depiction of geometric data. For the rationale of recital, this is stored in the computer. This includes images that may be for later exhibit or for real-time screening. Despite these differences, 3D computer

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graphics rely on analogous algorithms as 2D computer graphics do in the structure and raster graphics (like in 2D) in the final rendered display. In computer graphics software, the dissimilarity between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to accomplish effects such as lighting, and primarily 3D may use 2D rendering techniques. 3D computer graphics are the equivalent as 3D models and are limited within the graphical data file, apart from the rendering. However, there are differences that comprise of the 3D model is the representation of any 3D object. Until visually displayed a model is not graphic. Due to printing, 3D models are not only restrained to virtual space. 3D rendering is how a model can be displayed and also can be used in non-graphical computer simulations and calculations.

APPLICATIONS OF COMPUTER GRAPHICS Computer graphics are very constructive in today’s life and approximately every computer can do some graphics, and people have even come to anticipate in controlling their computer through icons and pictures rather than just by typing. Computer-generated imagery is second- handed for movie making, video game and computer program development, scientific modeling, and design for catalogs and other commercial art. We can classify the applications of computer graphics into four main areas:

1. Display of information 2. Design 3. User interfaces 4. Simulation

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According to these four areas there are numerous types of applications which are second-handed in today’s world. These include Computational biology, Computational physics, Information graphics, Scientific visualization, Graphic design, Computer-aided design (CAD), Web design, Digital art, Video game, Virtual reality (VR), Computer simulation, and Information visualization. Next, we explain these terms one by one:

Computational biology is an interdisciplinary field that applies the techniques of computer science, applied mathematics and statistics to address biological problems. The foremost spotlight lies on developing mathematical modeling and computational simulation techniques. Computational physics is the learning and implementation of numerical algorithm to resolve problems in physics for which a quantitative theory previously exists. It is frequently regarded as a sub discipline of theoretical physics but some consider it transitional branch between theoretical and experimental physics. Information graphics are visual representations of information, data or knowledge and are used where multifaceted information wishes to be explained speedily and clearly, such as in signs, maps, journalism, technical writing, and education. They are also used extensively as tools by computer scientists, mathematicians, and statisticians to simplicity the procedure of developing and communicating conceptual information.

Scientific visualization is a subdivision of science, apprehensive with the visualization of three dimensional phenomena, such as architectural, meteorological, medical, and biological

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systems. Scientific visualization focuses on the use of computer graphics to create visual images which assist in thoughtful of complex, habitually gigantic numerical depiction of scientific concepts. The term graphic design refers to a number of artistic and professional disciplines which spotlight on visual communication and appearance. Various methods are used to construct and merge symbols, images and words to create a visual representation of thoughts and messages. Graphic design often refers to both the process by which the communication is fashioned and the products which are generated. Computer-aided design (CAD) is the exercise of computer technology for the design of objects, real or virtual. The design of geometric models for object shapes, in particular, is habitually called computer-aided geometric design (CAGD). CAD may be second-handed to design curves and figures in two-dimensional ("2D") space; or curves, surfaces, or solids in three-dimensional ("3D") objects. CAD is also extensively worn to fabricate computer animation for special effects in movies, advertising, and technical manuals.

Web design is the ability of scheming presentations of content usually hypertext or hypermedia that is delivered to an end-user through the World Wide Web, by way of a Web browser. The process of designing Web pages, Web sites, Web applications or multimedia for the Web may employ manifold disciplines, such as animation, authoring, communication design, corporate identity, graphic design, human-computer interaction, information architecture, interaction design, marketing, photography, search engine optimization and typography. Digital art mainly refers to art twisted on a computer in digital form. On other hand, is a term applied to contemporary art that uses the methods of mass production or digital media. The collision of digital technology has distorted conventional activities such as painting, drawing and sculpture, while new forms, such as net art, digital installation art, and virtual reality, have been acknowledged artistic practices. A video game is an electronic game that involves communication with a customer interface to engender visual reaction on a raster display device. The electronic systems used to play video games are recognized as platforms which create through graphics.

Virtual reality (VR) is a technology which allows a customer to work together with computer-simulated surroundings. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can fluctuate drastically from reality, as in VR games. It is presently incredibly complicated to construct a high-fidelity virtual reality understanding, due largely to technical restrictions on processing power, image resolution and communication bandwidth. Virtual Reality is habitually second-handed to articulate an extensive selection of applications, generally coupled with its immersive, highly visual, and 3D environments. A computer simulation, a computer model or a computational model is a computer program, or network of computers, that attempts to replicate an abstract model of a scrupulous system.

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Information visualization is the learning of the visual demonstration of across-the-board collections of non-numerical information, such as files and lines of code in software systems, and the exercise of graphical techniques to facilitate people appreciate and investigate data.

The computer-generated images we observe on television and in movies have advanced to the point that they are almost indistinguishable from real-world images. Computer graphics become a power ground for the creation of pictures. There are no areas in which graphical displays can't be second-handed to several advantages, so it is not surprising to discover the utility of computer graphics so prevalent.

Cathode Ray Tube The crucial output device in a graphical system is the video monitor and the core element of a video monitor is the Cathode Ray Tube (CRT), shown in the following design. The operation of CRT is explained below:

1. The electron gun emits a beam of electrons (cathode rays).

2. The electron beam passes through focusing and deflection systems that direct it towards specified positions on the phosphor-coated screen.

3. When the beam hits the screen, the phosphor emits a small spot of light at each position contacted by the electron beam.

4. It redraws the picture by directing the electron beam back over the same screen points quickly.

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There are two ways by which we can display an object on the screen.

Raster Scan

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 strength is turned on and off to generate a pattern of illuminated spots. Picture definition is stored in memory area called the Refresh Buffer or Frame Buffer. This memory area holds the set of intensity values for all the screen points. Stored intensity values are then retrieved from the refresh buffer and “painted” on the screen one row at a time as shown in the following diagram. Each screen point is referred to as a pixel or pel. At the end of each scan line, the electron beam returns to the left side of the screen to instigate displaying the next scan line.

Random Scan (Vector Scan)

In this procedure, the electron beam is directed merely to the part of the screen where the picture is to be drawn relatively than scanning from left to right and top to bottom as in raster scan. It is also called vector display, stroke-writing display, or calligraphic display. Picture definition is stored as a set of line-drawing commands in an area of memory referred to as the refresh display file. To display a specified picture, the system cycles through the set of commands in the display file, drawing each component line in turn. After all the line-drawing commands are processed, the system cycles back to the first line command in the list. Random-scan displays are premeditated to draw all the component lines of a picture 30 to 60 times each second.

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Flat Panel Display The Flat-Panel display refers to a class of video devices that have condensed volume, weight and power prerequisite contrast to CRT. There are two types of displays- emissive and non-emissive. The emissive displays are devices that renovate electrical energy into light and the non-emissive displays utilize optical effects to convert sunlight or light from other source into graphics patterns. Plasma Panel Display

Plasma-Panels are also called as Gas-Discharge Display and consists of an array of small lights which are fluorescent in nature. The essential components of the plasma-panel display are: Cathode, Anode, Fluorescent cells and Glass Plates. The Cathode consists of fine wires. It delivers negative voltage to gas cells. The voltage is released along with the negative axis. The Anode also consists of line wires and delivers positive voltage. The Fluorescent cells consist of small pockets of gas liquids when the voltage is applied to this liquid it emits light. The Glass Plates act as capacitors. The gas will slow when there is a considerable voltage divergence between horizontal and vertical wires. The voltage level is kept between 90 volts to 120 volts. Plasma level does not entail refreshing. Erasing is done by reducing the voltage to 90 volts. Each cell of plasma has two states, so cell is said to be steady. Displayable point in plasma panel is made by the crossing of the horizontal and vertical grid. The resolution of the plasma panel can be up to 512 * 512 pixels. The following shape shows the situation of cell in plasma panel display:

Advantages

1. High Resolution 2. Large screen size is also possible. 3. Less Volume 4. Less weight 5. Flicker Free Display

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Disadvantages

1. Poor Resolution 2. Wiring requirement anode and the cathode is complex. 3. Its addressing is also complex.

LED (Light Emitting Diode)

In an LED, a matrix of diodes is organized to form the pixel positions in the display and picture definition is stored in a refresh buffer. Data is read from the refresh buffer and converted to voltage levels that are applied to the diodes to produce the light pattern in the display.

LCD (Liquid Crystal Display)

Liquid Crystal Displays are the devices that fabricate a picture by passing polarized light from the environment or from an internal light source through a liquid-crystal material that transmits the light. LCD uses the liquid-crystal material between two glass plates; each plate is the right angle to each other between plates liquid is filled. One glass plate consists of rows of conductors arranged in vertical direction. Another glass plate is consisting of a row of conductors arranged in horizontal direction. The pixel position is determined by the intersection of vertical and horizontal conductor. This position is dynamic part of the screen. Liquid crystal display is temperature reliant and lies between zero to seventy degree Celsius and is flat and requires very little power to function.

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Advantages

1. Low power consumption. 2. Small Size 3. Low Cost

Disadvantages

1. LCDs are temperature-dependent (0-70°C) 2. LCDs do not emit light; as a result, the image has very little contrast. 3. LCDs have no colour capability. 4. The resolution is not as good as that of a CRT.

INPUT DEVICES AND THEIR FUNCTIONS An input device is defined as the parts of the computer which we normally used to give/provide the information and data into the computer. These parts include Keyboard, Touchpad, Graphics tablet, Mouse, Gamepad, Scanner, MIDI keyboard, Trackball, Digital pen, Microphone, Punch card reader, Video capture hardware, Electronic whiteboard, Magnetic ink character reader, Optical character recognition, Joystick, Digital camera, Magnetic tape drive, Optical mark recognition and Barcode reader. Below we explain these parts one by one:

The Keyboard is generally a digital typewriter and an input device and consists of many electronic switches with the combination of many buttons and keys. The touchpad is an input device which is used in a laptop. The Graphics Tablet is an input device and is second-handed to draw with the electronic pen which is saved on the computer. The mouse is a pointing device which is second-handed to use the computer smoothly. It helps to increase the user experience on GUI. The gamepad is normally a game controller which is recognized by most of the gamer. Its main function is to play the games on the computer. The scanner is generally used to scan the images, handwritten notes, and the text. The scanner converts the objects into digital images which we can exercise anywhere or can print when we need. The MIDI keyboard is the most usable keyboard for composing the songs. Pianos used by most of the people to compose the songs with the use of MIDI cable. The trackball is a pointing device like the mouse but its amazing feature is that one can control it multiple places at a time without getting confused.

The Digital pen is an input device and can exchange the handwriting into the digital format very instantly. The microphone is a device which is used to convert the voice into the electronic signals. The Punch card reader is an input device which is commonly used to comprehend the information and data from the punched cards. The Video capture hardware is the hardware

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equipment which helps us to read the video, audio to store on your personal computer. The electronic whiteboard is the whiteboard which is attached to the processor and one can work like the touchscreen. The Magnetic ink character reader is the latest technology which is used to identify or identify the cheque. One can perceive some lines on the cheque which can be read by MICR technology. This technology is used in the banks. The Optical character recognition is a device which is used to read the real-time optical character. The joystick is a device which is used to control the angles and direction. It is used by most of the common people or by the military aircraft computer. The Digital camera is a device used to store, edit or send pictures. The Magnetic tape drive is generally a storage device which can store the information and data on the magnetic plate. It is used mainly in film industry. The Optical mark recognition (OMR) is a device which can read human mark straightforwardly and it is also an input device. We use OMR in numerous places like on multiple choice exam, tests etc. The barcode reader is an input device and used to read the barcodes of the many products according to the computer readable.

OUTPUT DEVICES AND THEIR FUNCTIONS Output devices are defined as the parts which are used to send the information or data from the computer to other devices. In general output devices display the data by audio, video or image form. Output devices show the information which any human can understand easily. For examples monitor, printer, projector, headphones, and speakers. Below, we explain these terms in detail:

A monitor is an output device and is second-handed to display any information or data. The LCD projection panel works as the projector and used to display digital information, data or video on a big screen. Headphone is an output mechanism and it is also a hearing device which converts digital signals into the human-readable formats. Film recorder is an output device which is used to exchange the digital images into the photographic film. Plotter is an output device and a kind of printer which is used to print the vector graphics. It uses habitually pencil, pen or marker as an alternative of the toner. A microfiche is a device used by the majority of the people to imitate the documents and data. It is used to make the library or an archive. Printer is an output device and is second-handed to print the text, images and credentials on a paper in a human-readable form. VDU stands for a visual display unit which helps to display digital data, information and graphics. Speaker is an output device which is used to output the audio from the laptop or computer. Computer output microfilm is the most up-to-date discovery to accumulate the information or data and converts the whole information or data. A projector is a device which is used to demonstrate the information or data on another screen instead of a laptop or monitor. It is used in many companies, school, office etc to perform the presentation absolutely.

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DIFFERENCE BETWEEN INPUT AND OUTPUT DEVICES 1. Input devices help to input the data while the output device helps to show the data. 2. Input devices are helping you to operate the bigger display for learning the whole process. But output device helps to present the data or given documents. 3. All input device works to input the data while all the output devices work to move the information from the PC. 4. One need to learn the working of the input device while don’t need to know the working of the output devices.

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[11] Peddie, Jon (2019), "GPU History: Hitachi ARTC HD63484. The second graphics processor", IEEE

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