Computer Science
What is Vector Graphics
Vector graphics are digital images created using mathematical formulas to define shapes and lines. Unlike raster graphics, which are made up of pixels, vector graphics can be scaled to any size without losing quality. They are commonly used for illustrations, logos, and other designs that require scalability and precision.
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5 Key excerpts on "What is Vector Graphics"
- eBook - PDF
- Nigel Chapman, Jenny Chapman(Authors)
- 2014(Publication Date)
- Wiley(Publisher)
3 Fundamental ■ s Coordinates and Vectors. Anti-aliasing. Vector Object ■ s Curves. Paths. Stroke and Fill. Transformation ■ s Affine Transformations. Distortion. 3-D Graphic ■ s 3-D Models. Rendering. 3 Vector Graphics 60 VECTOR GRAPHICS V ector graphics provide an elegant way of constructing digital images whose repre- sentation is compact, scalable, resolution-independent, and easy to edit. The compact representation permitted by vector graphics has been valued whenever memory, disk space or bandwidth has been limited. These resources are seldom in short supply nowadays, but the simplicity of precise vector drawing still makes it an ideal medium for diagrams, technical illustrations and charts. As we will see in Chapter 7, vectors are also well suited to use in animation. Although vector graphics has recently been eclipsed by bitmapped representations for two- dimensional images, for three-dimensional work – that is, for images that are constructed as projections of a 3-D model – vector techniques are mandatory, since the use of models made out of the three-dimensional equivalent of pixels (“voxels”) is impractical on all but the most powerful equipment. At the time when most Internet connections were slow, the compactness of vector graphics should have made them particularly attractive for networked multimedia, where the indiscriminate use of bitmapped images can lead to excessive download times because of the large sizes of the image files. Ironically, though, it is only since broadband has become widely available that official and de facto standards for vector graphics on the World Wide Web have been produced. The issue of file formats and languages for vector graphics is a little complicated, because the representations most often used are capable of representing more than just vector graphics. - eBook - PDF
- Adele Kuzmiakova(Author)
- 2023(Publication Date)
- Arcler Press(Publisher)
In this part, we offer certain implementation tips that you can find useful when you apply the particular methods (Figure 1.8) (Hoines, 1987). Introduction to Computer Graphics 13 Figure 1.8. Computer graphic program. Source: https://www.javatpoint.com/computer-graphics-programs. 1.8.1. Class Design Classes or procedures for geometric things, like matrices and vectors, and graphical entities, like RGB colors and pictures, are essential for any graphics software. These procedures must be made as hygienic and effective as feasible. Displacements and locations have distinct operations, for example, multiplying a location by one-half makes no geometric sense yet multiplying a displacement by one-half does make sense (DeRose, 1989; Goldman, 1985). This subject generates hours of intense argument among graphics professionals, but for the sake of illustration, let us suppose that we would not create a distinction (Taxén, 2004). This indicates that the following fundamental classes must be written: • Vector2: A class for storing x and y components of a two- dimensional vector. Such elements must be stored in a length-2 array such that an indexing operator may be effectively handled. You must include subtraction, addition, cross product, dot product, multiplication, and division of scalars (Chen et al., 2007). Exploration of Computer Graphics 14 • Vector3: It is a 3D vector class that is similar to vector2. • H Vector: A vector having 4 identical elements. • RGB: Three elements are stored in RGB color. RGB subtraction, RGB addition, RGB multiplication, scalar division, and scalar multiplication must all be included (Zhu and Wu, 2021). • Transform: A 4 by 4 transformation matrix. Include a matrix multiplication and member functions that may be applied to directions, locations, and surface normal vectors. • Image: A two-dimensional RGB pixel array with an output operation. - Luiz Velho, Paulo Carvalho, Jonas Gomes, Luiz de Figueiredo(Authors)
- 2011(Publication Date)
- Morgan Kaufmann(Publisher)
1 COMPUTER GRAPHICS 1.1 WHAT IS COMPUTER GRAPHICS? The usual definition of computer graphics is the following: a set of models, methods, and techniques to transform data into images that are displayed in a graphics device . The attempt to define an area is a difficult, if not an impossible, task. Instead of trying to devise a good definition, perhaps the best way to understand an area is through a deep knowl-edge of its problems and the methods to solve them. From this point of view, the definition above has the virtue of emphasizing a fundamental problem of computer graphics: the transformation of data into images (Figure 1.1). In applied mathematics, the solution to problems is directly related to the mathematical models used to understand and pose the problem. For this reason, the dividing line between solved and open problems is more subtle than in the case of pure mathematics. In fact, in pure mathematics, different solutions to the same problem, in general, do not constitute great innovations from the scientific point of view; on the other hand, in applied mathematics, different solutions to the same 1 2 COMPUTER GRAPHICS CHAPTER 1 Computer graphics Data Image Figure 1.1: Computer graphics: transforming data into images. problem as a consequence of the use of different models usually bring a significant advance in terms of applications. This book discusses the solution to various problems in computer graphics using optimization techniques. The underlying idea is to serve as a two-way channel: stimulate the computer graphics community to study optimization methods and call attention of the optimization community to the extremely interesting real-world problems in com-puter graphics. 1.1.1 RELATED AREAS Since its origin, computer graphics is concerned with the study of models, methods, and techniques that allow the visualization of infor-mation using a computer.- James M. Van Verth, Lars M. Bishop(Authors)
- 2015(Publication Date)
- A K Peters/CRC Press(Publisher)
2 Vectors and Points 2.1 Introduction The two building blocks of most objects in our interactive digital world are points and vectors. Points represent locations in space, which can be used either as measurements on the surface of an object to approximate the object's shape (this approximation is called a model ), or as simply the position of a particular object. We can manipulate an object indirectly through its position or by modifying its points directly. Vectors, on the other hand, represent the difference or displacement between two points. Both have some very simple properties that make them extremely useful throughout computer graphics and simulation. In this chapter, we'll discuss the properties and representation of vectors and points, as well as the relationship between them. We'll present how they can be used to build up other familiar entities from geometry classes: in particular, lines, planes, and polygons. Because many problems in computer games boil down to examples in applied algebra, having computer representations of standard geometric objects built on basic primitives is extremely useful. It is likely that the reader has a basic understanding of these entities from basic math classes, but the symbolic representations used by the mathematician may be unfamiliar or forgotten. We will review them in detail here. We will also cover linear algebra concepts— properties of vectors in particular—that are essential for manipulating three-dimensional (3D) objects. Without a thorough understanding of this fundamental material, any work in programming 3D games and applications will be quite confusing. 2.2 Vectors One might expect that we would cover points first since they are the building blocks of our standard model, but in actuality the basic unit of most of the mathematics we'll discuss in 33- eBook - PDF
Computer Graphics
Theory and Practice
- Jonas Gomes, Luiz Velho, Mario Costa Sousa(Authors)
- 2012(Publication Date)
- A K Peters/CRC Press(Publisher)
This ability is extensively explored in mathematics, statistics, and physics. 1.2. Applications of Computer Graphics 5 Computer graphics applications can be grouped into three main areas: computer-aided design and manufacturing, data and motion visualization, and human-computer interac- tion. In computer-aided design, or CAD, computer graphics allows the creation, represen- tation, and analysis of models during the design phase, making it possible to visualize and try solutions not yet physically realized. Computer graphics can also be useful in the actual manufacturing process—down to the creation of the final product itself, in the case of desktop publishing or the machining of parts using numerically controlled tools. Computer-aided manufacturing is closely integrated with computer-aided design, hence the common abbreviation CAD/CAM. The idea that “an image is worth a thousand words” motivates a plethora of computer graphics applications related to data and motion visualization. The computer becomes a tool that makes a fast qualitative analysis of complex data possible. In particular, the large- scale use of computer graphics for scientific visualization has become prevalent in the last two decades and is now indispensable in many branches of pure and applied scientific research. Early human-computer interaction was entirely character-based, but today anyone who uses a computer or digital device typically does so through a graphical interface, and ad- vances in computer graphics have made human communication with computers vastly eas- ier and more pleasant. The most common paradigm is that of WIMP-based interfaces (window, icon, menu, pointing device) such as MS-Windows and Mac-OS, but other in- terfaces continue to evolve both for the general public and for specialized applications: iconographic languages, accessible systems for visually impaired users, navigation systems, and many other categories.
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