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engineering. They also help convert hand-drawn images into textures and animation in video
games and movie CGI. Modern digitizers appear as flat scanning surfaces or tablets that connect
to a computer workstation. The surface is touch-sensitive, sending signals to the software, which
translates them into images on the screen. Digitizers have an input stylus that acts as a pen.
Mode of input does vary with earlier models relied on simple pressure and electrical impulses,
while more advanced designs offer better accuracy with lasers and even camera pens. Important
factors to consider when looking at digitizers are resolution, sensitivity and image recognition.
While users can input any image, the tablet and software may not be able to convert it fully. Also,
handwriting recognition and text auto-detect are popular features of digitizers.
The tablet is the most common locator device. A typical graphics tablet is shown in figure 2.2.
Tablets may be used either in conjunction with CRT graphics display or stand alone. In the latter
case they are frequently referred to as digitizers. The tablet itself consists of a flat surface and
pen like stylus which is used to indicate a location on the tablet surface. Usually the proximity of
the stylus to the tablet surface is also sensed. When used in conjunction with a CRT display,
feedback from the CRT face is provided by means of small tracking symbol called a cursor, which
follows the movement of the stylus on the tablet surface. When used as a standalone digitizer,
feedback is provided by digital readouts.
Graphics tablet
Tablets provide either two or three dimensional coordinate information. The values returned are in
tablet coordinates. Software converts the tablet coordinates to user typical resolution and accuracy is 0.01
to 0.001 inch.
Q-3 Explain 3D viewing
Viewing a scene in 3D is much more complicated than 2D viewing, where in the latter the viewing
plane on which a scene is projected from WCs is basically the screen, except for its dimensions.
In 3D, we can choose different viewing planes, directions to view from and positions to view from.
We also have a choice in how we project from the WC scene onto the viewing plane. In the
process of viewing a 3D scene, we set up a coordinate system for viewing, which holds the
viewing or camera parameters: position and orientation of a viewing or projection plane (~
camera film).
3D Viewing pipeline Generating a view of a 3D scene on an output device is similar to taking a
photograph of it, except that many more possibilities are open to us in theway the camera is
positioned, its aperture (view volume) is chosen, the orientation and position of the view plane is
selected etc. The following summarizes the steps involved from the actual construction of a 3D
scene to its ultimate depiction on a device:
Construct objects in modeling coordinates (MCs)
Pass object description through the modeling transformation to a WC scene.
Pass scene description through the viewing transformation to view coordinates (VCs)
Pass through the projection transformation to projection coordinates (PCs)
Pass through the normalizing transformation and clipping algorithms to normalized
coordinates (NCs)
Pass through the viewport transformation to device coordinates (DCs)
3D viewing coordinate system As in 2D we choose in WCs, an origin P0 = (x0 , y0 , z0 ) for it,
called the view point or viewing position (also called the eye position or camera position in some
packages). Then we choose a view up vector V which defines its y-direction, yv and in addition a
vector giving the direction along which viewing is done defining its zv direction. The view plane or
projection plane is usually taken as a plane that is zv -axis and is set at a position zvp from the
origin. Its orientation is specified by a choosing view-plane normal vector N which also specifies
the direction of the positive zv direction. In figure 7.14 right-handed systems are indicative of the
set up typically employed.
The direction of viewing is usually taken as the N (or zv ) direction, for RH coordinate systems
(or in the opposite direction corresponding to LH coordinate systems). .
Choosing the view-plane normal N :
can take as out from object by taking N = P0 OriginWC
or, from a reference point ref Pref (look at point) in scene to P0 i.e. N=p0 Pref
or, define direction cosines for it using angles WC X,Y,Z axes.
Choosing the view-up vectorV :
Require it to be N, but since not easy to establish usually take
V = (0,1,0) = WC Y direction and
adjust or let code/package adjust
Forming the viewing coordinate frame: Having chosen N we form the unit normal vector n, for the
zv direction, form the unit vector u for the xv direction, and then adjust V to get a new unit vector
v for the yv direction, using cross-products to obtain each one orthogonal to the plane of the other
two:
N
=( nx , ny , nz )
|N|
n=
u=
V n
=
(ux,uy,uz)
|V |
V =nu= vx,vy,vz)
packaged tours by showing glimpse of the places they would like to visit, details on lodging and
fooding, site seeing, special offers etc.
Medicine: In Medicine, multimedia technologies are used to produce high quality images of
human bodies and practice complicated surgical procedures. Doctors can get trained by looking
at a virtual surgery or they can simulate how the human body is affected by diseases spread by
viruses and bacteria and then develop techniques to prevent it. Tele-medicine is one example.
Engineering Applications: Multimedia is used widely in designing mechanical, electrical,
electronic and architectural parts through the use of Computer Aided Design (CAD) and
Computer Aided Manufacturing (CAM) applications. They enable engineers to develop a model of
products from various perspectives. It allows them to try out different combinations depending on
the requirements before deciding the final product implementation.
Q-6 Explain the following
(a) Full animation
(b) Limited animation
(c) Rotoscoping
Full animation : Full animation refers to the process of producing high-quality traditionally
animated films, which regularly use detailed drawings and possible movement. Fully animated
films can be done in a variety of styles, from more realistically animated works such as those
produced by the WaltDisney studio (Beauty and the Beast, Aladdin, Lion King) to the more
'cartoony' styles of those produced by the Warner Bros. animation studio.
Limited animation : Limited animation is a process of making animated cartoons that does not
redraw entire frames but variably reuses common parts between frames. One of its major
trademarks is the stylized design in all forms and shapes, which in the early days was referred to
as modern design. Pioneered by the artists at the American studio United Productions of America,
limited animation can be used as a method of stylized artistic expression. Its primary use,
however, has been in producing cost-effective animated content for media such as television (the
work of Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet (web
cartoons).
Rotoscoping: Rotoscoping is an animation technique in which animators trace over live- action
film movement, frame by frame, for use in animated films. Originally, recorded live-action film
images were projected onto a frosted glass panel and re-drawn by an animator. This projection
equipment is called a rotoscope, although this device has been replaced by computers in recent
years. In the visual effects industry, the term rotoscoping refers to the technique of manually
creating a matte for an element on a live-action plate so that it may be composited over another
background.