Computer Graphics: Graphics Output Primitives Primitives Attributes

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Computer Graphics: Graphics Output Primitives Primitives Attributes By: A. H. Abdul Hafez Abdul.hafez@hku.edu.tr, 1

Outlines 1. OpenGL state variables 2. RGB color components 1. direct color storage 2. color tables 3. Pen and brush shapes for line display 4. A pixel mask 5. Basic polygon fill styles 6. Examples of character bodies 7. End 2

OpenGL state variables The state parameters in OpenGL include: 1. Color and other primitive attributes, 2. the current matrix mode, 3. the elements of the model-view matrix, 4. the current position for the frame buffer, and 5. the parameters for the lighting effects in a scene. All OpenGL state parameters have default values, which remain in effect until new values are specified. At any time, we can query the system to determine the current value of a state parameter. In the following lecture of this week, we discuss only the attribute settings for output primitives. Other state parameters are examined in later lectures. 3

RGB color components In a color raster system, the number of color choices available depends on the amount of storage provided per pixel in the frame buffer. Also, color information can be stored in the frame buffer in two ways: 1. We can store RGB color codes directly in the frame buffer: Color information is placed in the frame buffer at the location of each component pixel in the output primitives to be displayed in that color. 2. We can put the color codes into a separate table and use the pixel locations to store index values referencing the color-table entries. Color tables are an alternate means for providing extended color capabilities to a user without requiring large frame buffers. 4

1- direct color storage A minimum number of colors can be provided in this scheme with 3 bits of storage per pixel, as shown in the Table With 6 bits per pixel, 2 bits can be used for each gun. This allows four different intensity settings for each of the three color guns, and a total of 64 color options are available for each screen pixel. As more color options are provided, the storage required for the frame buffer also increases. With a resolution of 1024 by 1024, a full-color (24-bit per pixel) RGB system needs 3 megabytes of storage for the frame buffer. 5

2- color tables Sometimes a color table is referred to as a video lookup table A color lookup table with 24 bits per entry that is accessed from a frame buffer with 8 bits per pixel. A value of 196 stored at pixel position (x, y) references the location in this table containing the hexadecimal value 0x0821 (a decimal value of 2081) Each 8-bit segment of this entry controls the intensity level of one of the three electron guns in an RGB monitor. 6

Color table example A color lookup table with 24 bits per entry that is accessed from a frame buffer with 8 bits per pixel. A value of 196 stored at pixel position (x, y) references the location in this table containing the hexadecimal value 0x0821 (a decimal value of 2081). Each 8-bit segment of this entry controls the intensity level of one of the three electron guns in an RGB monitor. 7

Gray scale colors Since color capabilities are now common in computer-graphics systems, we use RGB color functions to set shades of gray, or gray scale, in an application program. When an RGB color setting specifies an equal amount of red, green, and blue, the result is some shade of gray. Values close to 0 for the color components produce dark gray, and higher values near 1.0 produce light gray. Applications for gray-scale display methods include enhancing black-and-white photographs and generating visualization effects. 8

Other color components Other three-component color representations are useful in computergraphics applications. For example, 1. color output on printers is described with cyan, magenta, and yellow color components, and 2. color interfaces sometimes use parameters such as lightness and darkness to choose a color. Physically, we can describe a color as electromagnetic radiation with a particular frequency range and energy distribution, but then there are also the characteristics of our perception of the color. Thus, we use the physical term intensity to quantify the amount of light energy radiating in a particular direction over a period of time, and we use the psychological term luminance to characterize the perceived brightness of the light. 9

Pen and brush shapes for line display Curved lines drawn with a paint program using various shapes and patterns. From left to right, the brush shapes are square, round, diagonal line, dot pattern, and faded airbrush. 10

OpenGL line styles and line widths Plotting three data sets with three different OpenGL line styles and line widths: 1. single-width dashdot pattern, 2. double-width dash pattern, and 3. triple-width dot pattern. 11

A pixel mask (a) for a rectangular pen, and the associated array of pixels (b) displayed by centering the mask over a specified pixel position Generating a line with this pen shape pixel mask 12

Basic polygon fill styles 13

Bit patterns A 3 3 bit pattern (a) superimposed on a parallelogram to produce the fill area in (b), where the top-right corner of the pattern coincides with the lower-left corner of the parallelogram. 14

Examples of character bodies 15

The end of the Lecture Thanks for your time Questions are welcome 16