Computer Graphics Algorithms and Animation Principles

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Digital Differential Analyzer (DDA) Algorithm

  • Input: The starting point (x1, y1) and ending point (x2, y2).
  • Calculate:
    • dx = x2 - x1
    • dy = y2 - y1
  • Find:
    • Steps = max(|dx|, |dy|)
  • Compute:
    • xinc = dx / Steps
    • yinc = dy / Steps
  • Plot: The initial point.
  • Iterate: Add xinc and yinc repeatedly until the endpoint is reached.

Bresenham's Line Drawing Algorithm

  • Calculate dx and dy.
  • Initialize the decision parameter.
  • Plot the starting pixel.
  • According to the decision parameter, choose the next pixel.
  • Update the decision parameter.
  • Repeat until the endpoint is reached.

Midpoint Circle Drawing Algorithm

  • If P < 0, choose the East pixel.
  • If P ≥ 0, choose the South-East pixel.
  • Update the decision parameter.
  • Continue until x > y.
  • Use 8-way symmetry to complete the circle.

Sutherland-Hodgman Polygon Clipping

Definition

This algorithm is used to clip polygons against a rectangular clipping window.

Algorithm Steps

Process each polygon edge against every clipping boundary. There are four cases:

  1. Inside → Inside: Output the second vertex.
  2. Inside → Outside: Output the intersection point.
  3. Outside → Inside: Output the intersection point and the second vertex.
  4. Outside → Outside: Output nothing.

Flood Fill Algorithm

Fills connected pixels that have the same interior color.

Steps

  1. Start from a seed point.
  2. Replace the interior color.
  3. Move to neighboring pixels.

Boundary Fill Algorithm

Fills pixels until a specific boundary color is reached.

Steps

  1. Start inside the object.
  2. Fill pixels until the boundary color appears.

Graphical Kernel System (GKS)

Features

  • Device independent: Works across different hardware.
  • Portable: Easy to move between systems.
  • Standard graphics functions: Provides a consistent API.
  • Easy application development: Simplifies the coding process.

GKS Primitives

  1. Polyline
  2. Polymarker
  3. Fill Area
  4. Text

Applications

  • Computer-Aided Design (CAD)
  • Scientific visualization
  • Graphics software development

Principles and Types of Animation

Animation is the process of displaying a sequence of images (frames) rapidly to create the illusion of continuous motion. In computer graphics, animation is used to make objects move, change shape, or simulate real-world motion.

Basic Principles of Animation

The basic principles of animation improve the realism and quality of animated objects:

  • 1. Squash and Stretch: Gives flexibility and weight to objects. Example: A bouncing ball squashes when it hits the ground and stretches while moving upward.
  • 2. Timing: Controls the speed and duration of movement.
  • 3. Anticipation: Prepares the viewer for an upcoming action.
  • 4. Follow Through: Parts of an object continue moving after the main object stops.

Types of Animation Systems

  1. Scripting Animation: Animation is controlled using scripts or programming languages, providing flexibility and automation.
  2. Procedural Animation: Motion is generated automatically using mathematical formulas or algorithms.
  3. Representational Animation: Objects are represented using mathematical or geometric models.
  4. Stochastic Animation: Uses random values and probability to generate natural-looking motion.

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