Professional Documents
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28 Sept. 2022
Cad System Architecture
Hardwar
e
Software Data
Basic Structure of a CAD system
I/O devises of CAD system
Display Technologies
Various display technologies are now available to the user to choose from. They are all
based on the concept of converting the computer’s electrical signals, controlled by the
corresponding digital information, into visible images at high speeds.
Among the available technologies, the most common graphics output devices are:
1. Standard Cathode Ray Tube (CRT):: is a technologies based on the concept of energizing
an electron beam that strikes the phosphor coating at very high speed. The energy transfer
from the electron to the phosphor due to the impact causes it to illuminate and glow. The
electrons are generated via the electron gun that contains the cathode and are focused into
a beam via the focusing unit. Figure 2.1 shows a schematic diagram & the display
processor in relation to the components of the workstation of a typical CRT. Other
technology utilize laser beam, instead of an electron beam, is used to trace an image in a
film.
2. Flat Panel Displays: in which, a liquid crystal display (LCD) and Light-Emitting Diodes
(LEDs) are used to gene rate images.
a. Light-emitting Diode (LED)- in LED, a matrix of diodes is arranged -form the pixel
positions
b. Liquid-crystal Displays (LCDs)- produce picture -passing polarized light e through a
liquid
3. Plasma Panel Displays: the plasma display uses small neon bulbs arranged in a panel
which provides a medium resolution display.
Thus far, none of these display technologies has been able to displace the CRT as the
Graphics Display: CRT
Figure 2.1
Graphics Display: CRT
By controlling the beam direction and intensity in a way related to
the graphics information generated in the computer, meaningful and
desired graphics can be displayed on the screen.
The deflection system of the CRT controls the x and y, or the
horizontal and vertical, positions of the beam which in turn are
related to the graphics information through the display controller,
which typically sits between the computer and the CRT. The
controller receives the information from the computer and converts it
into signals acceptable to the CRT.
Other names for the display controller are the display processor, the
display logical processor, or the display processing unit.
The major tasks that the display processor performs are the voltage-
level convergence between the computer and the CRT, the
compensation for the difference in speed between the computer and
the CRT (by acting as a buffer) and the generation of graphics and
texts.
Graphics Display: CRT
More often, display processors are furnished with additional hardware to
implement standard graphics software functions into hardware to improve the
speed of response. Such functions include transformations (scaling, rotation and
translation) and shading.
The graphics display can be divided into two types based on the scan technology
used to control the electron beam when generating graphics on the screen. These
are random and raster scan.
1. Random Scan: The word “random” indicates that the screen is not scanned in a
particular order. In random scan, graphics can be generated by drawing vectors or
line segments on the screen in a random order which is controlled by the user
input and the software.
2. Raster Scan: in the raster scan system, the screen is scanned from left to right,
top to bottom, all the time to generate graphics. This is similar to the home
television scan system, thus suggesting the name “digital scan.”
The three existing CRT displays that are based on these techniques are the refresh
display, direct view storage tube and the raster display. The first two are vector
displays based on the random scan technique and the last is based on the raster
scan technique. The details of each display are discussed below.
Graphics Display: CRT
The inability of the DVST to meet the increasing demands by various CAD/CAM
applications for colors, shaded images and animation motivated hardware designers to
continue searching for a solution. raster displays based on the standard television technology
began to emerge as a viable alternative. The drop in memory price due to advances in solid
states made large enough refresh buffers available to support high-resolution displays.
Intro & General Information
Geometric Transformations
10/10/2022 13
Coordinate Systems
In order to specify the geometry of a given solid, it is necessary to
use a variety of coordinate systems. Its Major classifications are:
World Coordinate System: Also known as the "universe" or
sometimes "model" coordinate system. This is the base reference
system for the overall model, ( generally in 3D ), to which all other
model coordinates relate
User Coordinate System: Also known as “working” coordinate
system. When it is difficult to define certain geometries using
WCS, In such cases user coordinate system can be defined relative
to the WCS.
Display Coordinates: This refers to the actual coordinates to be
used for displaying the image on the screen.
Geometric Transformations
Sometimes also called modeling transformations
Geometric transformations: Changing an object’s
position (translation), orientation (rotation) or size
(scaling)
Modeling transformations: Constructing a scene or
hierarchical description of a complex object
Others transformations: reflection and shearing
operations
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1. Geometric Transformations
What is transformation?
> It is the backbone of computer graphics, enabling us to
manipulate the shape, size, and location of the object.
> Changing something to something else via rules.
> This transformation alters the coordinate values of the object. Basic
the object. A copy of the object is placed at the desired sight, without changing the
Translation
Rotation
Scaling
Reflection/Mirroring.
19
Translation
Translation is a rigid-body transformation (Euclidean) when
each entity of the model remains parallel, or each point
moves an equal distance in a given direction:
P* = P + d (for both 2D and 3D). In a scalar form (for 3D):
x * = x + xd
y y * = y + yd
B (10,8)
z = z + zd
*
C (11,7)
B* A (8,5)
C*
A*
O x
Question: Find the coordinates of vertices A*, B*,
and C* of the translated triangle.
The distance vector of translation: D = [-7 -4]T.
Verify that the lengths of the edges are unchanged.
10/10/2022 20
i. Translation - 2D
x’ = x + tx , y’ = y + ty
P’=P+T 22
Basic 2D Geometric
Transformations (cont.)
2D Translation
To move a line segment, apply the transformation
equation to each of the two line endpoints and
redraw the line between new endpoints
To move a polygon, apply the transformation
equation to coordinates of each vertex and
regenerate the polygon using the new set of vertex
coordinates
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Scaling
Scaling is used to change the size of an entity or a model.
P* = [S]P
sx 0 0
where sx, sy, and sz are the scaling
For general case [S] = 0 sy 0 ,factors in the X, Y, and Z directions
0 0 sz respectively.
If 0 < s < 1 - compression
If s > 1 - stretching
sx = sy = sz - uniform scaling, otherwise - non-uniform
y
Question: The larger circle is the scaled copy
O*(10,y*) of the smaller one. Can you say that we have a
R1 O(4,2) uniform scaling? Why? Define y* and R*.
R*
O
x
10/10/2022 24
ii. Scaling
> Changing the size of an object is called a scale. We scale an
object by scaling the x and y coordinates of each vertex in the
object.
Basic 2D Geometric
Transformations (cont.)
2D Rotation
Rotation axis
Rotation angle
rotation point or pivot point (xr,yr)
yr θ
xr
2D Geometric Transformations 26
Basic 2D Geometric
Transformations (cont.)
2D Rotation
If θ is positive counterclockwise rotation
If θ is negative clockwise rotation
Remember:
cos(a + b) = cos a cos b - sin a sin b
cos(a - b) = cos a sin b + sin a cos b
2D Geometric Transformations 27
Rotation
Rotation is a non-commutative transformation (depends on sequence).
Y
P*
P
𝜃 y*
𝛼 y
X
x*
Z
x
10/10/2022 28
iii. Rotation about the origin
r θ
r (x,y)
Φ
30
Basic 2D Geometric
Transformations
2D Rotation
P’=R·P
(x’,y’)
r θ
r (x,y)
Φ
31
3. Transformations as Matrices
Cont’d…
Example:
• Translate the rectangle (2, 2), (2, 8), (10, 8), (10, 2)
35
Basic 2D Geometric
Transformations (cont.)
2D Scaling
Any positive value can be used as scaling factor
Values less than 1 reduce the size of the object
Values greater than 1 enlarge the object
If scaling factor is 1 then the object stays unchanged
If sx = sy , we call it uniform scaling
If scaling factor <1, then the object moves closer to the
origin and If scaling factor >1, then the object moves
farther from the origin
x’ x
36
Basic 2D Geometric
Transformations (cont.)
2D Scaling
Why does scaling also reposition object?
Answer: See the matrix (multiplication)
Still no clue?
37
Basic 2D Geometric
Transformations (cont.)
2D Scaling
We can control the location of the scaled object by
choosing a position called the fixed point (xf,yf)
x’ – xf = (x – xf) sx y’ – yf = (y – yf) sy
x’=x · sx + xf (1 – sx)
y’=y · sy + yf (1 – sy)
Polygons are scaled by applying the above formula
to each vertex, then regenerating the polygon using
the transformed vertices
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Examples
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Example:
Concatenation of scales
Ex. 1: Rotation of object about arbitrary point P (x, y) by θ
dimensional by transforming
each of the defining points of
the objects .
Cont’d…
# An object represented as a set of polygon surfaces, is translated by
translate each vertex of each surface and redraw the polygon
facets in the new position.
ii. 3D Rotation
In general, rotations are specified by a rotation axis and an angle.
In two-dimensions there is only one choice of a rotation axis that leaves
points in the plane.
The easiest rotation axes are those that parallel to the coordinate axis.
Positive rotation angles produce counterclockwise rotations about a
coordinate axis, if we are looking along the positive half of the axis toward the
coordinate origin.
Rotation about Z-axis:
:For z axis same as 2D Rotation about X-axis:
rotation:
P′ = Rz(θ) ⋅P P′ = Rx(θ) ⋅P
Cont’d…
• Y-axis rotation:
X’ cos(θ) 0 -sin(θ) 0
Y’ = 0 1 0 0
Z’ sin(θ) 0 cos(θ) 0
1 0 0 0 1
General 3D Rotations about axis // to Coordinate Axis
# About origin: changes the size of the object and repositions the
object relative to the coordinate original.
P′ = S ⋅ P
• Scale about any arbitrary point:
iV. 3D Reflections