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APPLICATIONS OF COMPUTER GRAPHICS-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, 3D modeling, 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. INFOKARA RESEARCH Volume 9 Issue 1 2020 454 ISSN NO: 1021-9056 http://infokara.com/

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Page 1: APPLICATIONS OF COMPUTER GRAPHICS-A STUDYinfokara.com/gallery/49-jan-3498.pdf · APPLICATIONS OF COMPUTER GRAPHICS-A STUDY 1#Seema Rani, 2*Mayank 1#Assistant Professor, 2*Computer

APPLICATIONS OF COMPUTER GRAPHICS-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, 3D

modeling, 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 3D

computer graphics, 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.

REFERENCES

[1] Albert Abramson and Zworykin (1995), “Pioneer of Television”, University of Illinois Press, p. 231.

[2] Blythe, David (1999), “Advanced Graphics Programming Techniques Using OpenGL.”, Siggraph 1999.

(see: Multitexture)

[3] Castellano and Joseph A. (2005), “Liquid gold: the story of liquid crystal displays and the creation of an

industry”, World Scientific. p. 176.

[4] Cherry, Robert William (1973), "A calculator option for the Tektronix 4010 computer graphics

terminal", Compilation of Abstracts of Dissertations, Theses and Research Papers Submitted by

Candidates for Degrees. Naval Postgraduate School.

[5] Doebelin and Ernest (2003), “Measurement Systems”, McGraw Hill Professional. p. 972.

[6] Doyle T, Van Asma, C, McCormack J, De Greef D, Haighton V, Heijnen P, Looymans M, and Van Velzen

J (1996), "The application and system aspects of the Zeus display", Philips Journal of Research. 50 (3–4):

501.

[7] Jon Peddie (2013), “The History of Visual Magic in Computers”, How Beautiful Images are Made in CAD,

3D, VR and AR, Springer, pp. 101.

[8] Lambert N, Montie E.A, Baller T.S, Van Gorkom G.G.P, Hendriks B.H.W, Trompenaars P.H.F and De

Zwart S.T. (1996), "Transport and extraction in Zeus displays", Philips Journal of Research. 50 (3–4): 295.

[9] Parslow, R. (1975), “Computer Graphics: Techniques and Applications’, Springer Science & Business

Media. p. 96.

[10] Peddie, Jon (2019), "Famous Graphics Chips: NEC µPD7220 Graphics Display Controller – The first

graphics processor chip", IEEE Computer Society. Institute of Electrical and Electronics Engineers.

Retrieved 1 November 2019.

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

Computer Society. Institute of Electrical and Electronics Engineers. Retrieved 1 November 2019.

[12] Richard Shoup (2001), "SuperPaint: An Early Frame Buffer Graphics System"(PDF). Annals of the History

of Computing”, IEEE. Archived from the original (PDF) on 2004-06-12.

[13] Rhys-Jones J. (1951), "Television economics", Radiotronics. 16 (2): 37.

[14] Rudolf F. Graf (1999), “Modern Dictionary of Electronics”, Oxford: Newnes. p. 569.

[15] Van Gorkom and G.G.P. (1996), "Introduction to Zeus displays", Philips Journal of Research. 50 (3–4):

269.

[16] Wayne Carlson (2003), “A Critical History of Computer Graphics and Animation”, Archived April 5, 2007,

at the Wayback Machine. Ohio State University

[17] William Ross Aiken (1984), "History of the Kaiser-Aiken, thin cathode ray tube", IEEE Transactions on

Electron Devices, 31(11), pp. 1605-1608.

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