Intro to Graphics

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22 Terms

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What is Graphics?

The field of computing that deals with generating, manipulating, and displaying visual content using computers

  • Includes image creation, rendering, animation, modelling, etc

  • Covers both 2D (flat) and 3D (volumetric) content.

  • Visual: Include examples of rendered 3D objects, GUI design, and video game scenes

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Graphics Output

  • In the beginning, this was text-only output

  • It then developed into 2D graphics output (+ text)

  • And finally, into 3D graphics output (+ 2D + text)

  • Ultimately, the purpose of a graphics hardware is to accelerate output of graphics to a device

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Types

2D graphics are flat images

3D graphics represent objects with depth

Vector graphics use mathematical equations to define shapes, allowing for scaling without quality loss

  • It is perfect for scalable designs and clear lines but may not handle complex images well. It used by graphic artists and designers (scalability)

Raster graphics use a grid of pixels, which can become pixelated when resized

  • It is best for rich, detailed images but can lose quality when resized. It is best for digital photos and print materials

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Display Resolution

  • Refers to the number of pixels displayed on the screen horizontally and vertically

  • Measured in pixels, determines the sharpness and clarity of a display.

  • Higher resolution = more pixels = sharper and more detailed images

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What does a Resolution of 1920×1080 mean?

  • 1920 pixels horizontally (width)

  • 1080 pixels vertically (height)

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Why is Resolution Important?

  • Image Quality: Higher resolutions give sharper images

  • Workspace: More pixels = more screen space (can fit more windows)

  • Performance Impact: Higher resolutions require more powerful graphics hardware

  • Aspect Ratio: Affects how wide/tall the display appears (e.g., 16:9 is standard widescreen)

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Output Devices

  • monitors

  • connections

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Monitors

Display equipment without a built-in RF receiver for TV signals

Often higher-end abilities than TVs

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CRT

variable resolution and refresh rate, ‘built in smoothing’, heavy

refresh with a beam of electrons scanning across the inside of the cathode ray tube

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LCD/’Flat-Screen’

fixed resolution and scaling, efficient, light

images update all in one go

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Connections

  • VGA: 15 pin analogue connector; the “external monitor” cable with screws.

  • DVI: 25+5 digital + analogue; first digital connector

  • HDMI: dominant digital connector, includes extra channels such as audio and data

  • DisplayPort: digital, taking over from HDMI?

  • USB-C: alternate mode to display video too

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Graphics Card/Video Card/Graphics Processing Unit (GPU)

  • Hardware component responsible for rendering and displaying images, videos, and animations on your computer monitor

  • It works with CPU to process and output visual data

  • If use gaming, video editing, three-dimensional (3D) modelling, or other graphic-intensive activities, a dedicated one is essential

  • It offloads the graphical processing from CPU, resulting in improved performance and smoother visuals

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Are Integrated Graphics in CPUs as powerful as Graphics Cards?

no, if you want the best visuals and performance, a graphics card is necessary

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Direct Memory Access (DMA)

  • A method for other components in the computer to perform data transfers without the CPU having to shuffle the bits around

  • Modern peripherals like graphics cards and disks make a lot of use of this to move lots of data around efficiently

  • It is a technology that enables HW devices (disk drives, graphics & network cards) to transfer data directly to and from RAM without involving CPU for each data transfer

  • It enhances system performance by offloading data transfer tasks from the CPU, leading to faster data transfer speeds and reduced CPU overhead

  • It is useful for devices that need to move large amounts of data quickly and efficiently, such as disk drives, graphics cards, and network cards

<ul><li><p>A method for other components in the computer to perform data transfers without the CPU having to shuffle the bits around</p></li><li><p>Modern peripherals like graphics cards and disks make a lot of use of this to move lots of data around efficiently</p></li><li><p>It is a technology that enables HW devices (disk drives, graphics &amp; network cards) to transfer data directly to and from RAM without involving CPU for each data transfer</p></li><li><p>It enhances system performance by offloading data transfer tasks from the CPU, leading to faster data transfer speeds and reduced CPU overhead</p></li><li><p>It is useful for devices that need to move large amounts of data quickly and efficiently, such as disk drives, graphics cards, and network cards</p></li></ul><p></p>
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DMA Controller

Instead of the CPU handling each data transfer byte by byte, it manages the transfer, allowing the CPU to focus on other tasks

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2D Images Colour Modes

Define how colours are represented and stored in an image

Each mode determines:

  • How many colour channels are used

  • What kind of information each pixel stores

  • How much memory the image takes

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Storing 2D Images

  • Each pixel contains colour information

  • It as a grid or table with rows and columns

  • Basic Idea:

    • The X-axis (horizontal) = width of the image

    • The Y-axis (vertical) = height of the image

    • Each cell in this 2D grid = one pixel with colour info

  • Colour Images (RGB Model)

  • Colour images use 3 channels:

    • Red – Green - Blue

  • Stored as 3 matrices of the same size

  • E.g: A 3×3 colour image (RGB) is:

<ul><li><p><span>Each pixel contains colour information</span></p></li><li><p><span>It as a grid or table with rows and columns</span></p></li><li><p><span>Basic Idea:</span></p><ul><li><p><span>The X-axis (horizontal) = width of the image</span></p></li><li><p><span>The Y-axis (vertical) = height of the image</span></p></li><li><p><span>Each cell in this 2D grid = one pixel with colour info</span></p></li></ul></li></ul><ul><li><p><span>Colour Images (RGB Model)</span></p></li><li><p><span>Colour images use 3 channels:</span></p><ul><li><p><span>Red – Green - Blue</span></p></li></ul></li><li><p><span>Stored as 3 matrices of the same size</span></p></li><li><p><span>E.g: A 3×3 colour image (RGB) is:</span></p></li></ul><p></p>
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Palette Based/Indexed Colour Mode

  • Stores image pixels not as full colour values, but as indexes (references) to a limited table of colours called a palette

  • Each pixel = index to a colour in the palette, not the colour itself

  • So instead of storing full RGB values per pixel, we store smaller numbers (indexes) to save memory

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3D Graphics

  • Digital representations of objects that appear to have depth, in addition to height and width. It just like objects in the real world

  • They simulate a three-dimensional space using mathematical models, allowing you to rotate, scale, and view objects from any angle

  • The process of drawing them is generally referred to as rendering. Initially, it was done in software

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3D vs 2D Graphics

Feature

2D Graphics

3D Graphics

Dimensions

Width + Height

Width + Height + Depth

Realism

Limited

High (with lighting, shading)

Storage

Simple (pixels)

Complex (geometry, textures)

Examples

Logos, icons, photos

Games, simulations, animation

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How 3D becomes 2D

  • When we create 3D models in computer graphics (e.g., for games, movies, simulations), we eventually need to display them on a 2D screen (like a monitor or phone). This transformation is called Projection

  • Using a camera perspective, just like taking a photo of a real 3D object. This 2D result is what we see on screens

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NVIDIA GeForce

  • A brand of graphics cards designed by NVIDIA

  • Dedicated GPUs used in gaming laptops, desktops, and high-performance PCs

    • Released the first GeForce 256 (1999), the world’s first GPU

    • Built for high-quality gaming and real-time rendering

    • Supports ray tracing and AI-enhanced graphics

    • Frequently used in eSports, VR, and game development