2D computer graphics

Source: Wikipedia, the free encyclopedia.

2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves.

Raster graphic sprites (left) and masks

2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography).

In many domains, such as

2D graphic files
.

2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field.

2D graphics models may combine

geometric transformations such as translation, rotation, and scaling
. In .

Background (geometry)

A translation moves every point of a figure or a space by the same amount in a given direction.

In Euclidean geometry, a translation (geometry) moves every point a constant distance in a specified direction. A translation can be described as a rigid motion: other rigid motions include rotations and reflections. A translation can also be interpreted as the addition of a constant vector to every point, or as shifting the origin of the coordinate system. A translation operator is an operator such that

If v is a fixed vector, then the translation Tv will work as Tv(p) = p + v.

If T is a translation, then the image of a subset A under the function T is the translation of A by T. The translation of A by Tv is often written A + v.

In a Euclidean space, any translation is an isometry. The set of all translations forms the translation group T, which is isomorphic to the space itself, and a normal subgroup of Euclidean group E(n ). The quotient group of E(n ) by T is isomorphic to the orthogonal group O(n ):

E(n ) / TO(n ).

Translation

Since a translation is an

linear transformation, homogeneous coordinates are normally used to represent the translation operator by a matrix and thus to make it linear. Thus we write the 3-dimensional vector w = (wx, wy, wz) using 4 homogeneous coordinates as w = (wx, wy, wz, 1).[1]

To translate an object by a

vector
v, each homogeneous vector p (written in homogeneous coordinates) would need to be multiplied by this translation matrix:

As shown below, the multiplication will give the expected result:

The inverse of a translation matrix can be obtained by reversing the direction of the vector:

Similarly, the product of translation matrices is given by adding the vectors:

Because addition of vectors is

commutative
, multiplication of translation matrices is therefore also commutative (unlike multiplication of arbitrary matrices).

Rotation

In linear algebra, a rotation matrix is a matrix that is used to perform a rotation in Euclidean space.

rotates points in the xy-

column vector v, containing the coordinates of the point. A rotated vector is obtained by using the matrix multiplication
Rv. Since matrix multiplication has no effect on the zero vector (i.e., on the coordinates of the origin), rotation matrices can only be used to describe rotations about the origin of the coordinate system.

Rotation matrices provide a simple algebraic description of such rotations, and are used extensively for computations in

rotational displacement
, which can be represented by a matrix, but no associated single axis or angle.

Rotation matrices are square matrices, with real entries. More specifically they can be characterized as orthogonal matrices with determinant 1:

.

The

special orthogonal group
SO(n).

In two dimensions

A counterclockwise rotation of a vector through angle θ. The vector is initially aligned with the x-axis.

In two dimensions every rotation matrix has the following form:

.

This rotates

column vectors by means of the following matrix multiplication
:

.

So the coordinates (x',y') of the point (x,y) after rotation are:

,
.

The direction of vector rotation is counterclockwise if θ is positive (e.g. 90°), and clockwise if θ is negative (e.g. -90°).

.

Non-standard orientation of the coordinate system

A rotation through angle θ with non-standard axes

If a standard

right-handed Cartesian coordinate system is used, with the x axis to the right and the y axis up, the rotation R(θ) is counterclockwise. If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R(θ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y-axis down the screen or page.[2]

See below for other alternative conventions which may change the sense of the rotation produced by a rotation matrix.

Common rotations

Particularly useful are the matrices for 90° and 180° rotations:

(90° counterclockwise rotation)
(180° rotation in either direction – a half-turn)
(270° counterclockwise rotation, the same as a 90° clockwise rotation)

Scaling

In

scale factor that is the same in all directions. The result of uniform scaling is similar
(in the geometric sense) to the original. A scale factor of 1 is normally allowed, so that congruent shapes are also classed as similar. (Some school text books specifically exclude this possibility, just as some exclude squares from being rectangles or circles from being ellipses.)

More general is scaling with a separate scale factor for each axis direction. Non-uniform scaling (

anisotropic scaling, inhomogeneous dilation) is obtained when at least one of the scaling factors is different from the others; a special case is directional scaling or stretching (in one direction). Non-uniform scaling changes the shape
of the object; e.g. a square may change into a rectangle, or into a parallelogram if the sides of the square are not parallel to the scaling axes (the angles between lines parallel to the axes are preserved, but not all angles).

A scaling can be represented by a scaling matrix. To scale an object by a

scaling matrix
:

As shown below, the multiplication will give the expected result:

Such a scaling changes the diameter of an object by a factor between the scale factors, the area by a factor between the smallest and the largest product of two scale factors, and the volume by the product of all three.

The scaling is uniform if and only if the scaling factors are equal (vx = vy = vz). If all except one of the scale factors are equal to 1, we have directional scaling.

In the case where vx = vy = vz = k, the scaling is also called an enlargement or dilation by a factor k, increasing the area by a factor of k2 and the volume by a factor of k3.

Scaling in the most general sense is any affine transformation with a diagonalizable matrix. It includes the case that the three directions of scaling are not perpendicular. It includes also the case that one or more scale factors are equal to zero (projection), and the case of one or more negative scale factors. The latter corresponds to a combination of scaling proper and a kind of reflection: along lines in a particular direction we take the reflection in the point of intersection with a plane that need not be perpendicular; therefore it is more general than ordinary reflection in the plane.

Using homogeneous coordinates

In

projective transformation
matrix:

As shown below, the multiplication will give the expected result:

Since the last component of a homogeneous coordinate can be viewed as the denominator of the other three components, a uniform scaling by a common factor s (uniform scaling) can be accomplished by using this scaling matrix:

For each vector p = (px, py, pz, 1) we would have

which would be homogenized to

Techniques

Direct painting

A convenient way to create a complex image is to start with a blank "canvas"

computer display
.

Some programs will set the pixel colors directly, but most will rely on some 2D graphics library or the machine's graphics card, which usually implement the following operations:

Extended color models

Text, shapes and lines are rendered with a client-specified color. Many libraries and cards provide color gradients, which are handy for the generation of smoothly-varying backgrounds, shadow effects, etc. (See also Gouraud shading). The pixel colors can also be taken from a texture, e.g. a digital image (thus emulating rub-on screentones and the fabled checker paint which used to be available only in cartoons).

Painting a

translucent
colors, which only modify the previous pixel values. The two colors may also be combined in more complex ways, e.g. by computing their bitwise exclusive or. This technique is known as inverting color or color inversion, and is often used in graphical user interfaces for highlighting, rubber-band drawing, and other volatile painting—since re-painting the same shapes with the same color will restore the original pixel values.

Layers

A 2D animated character composited with 3D backgrounds using layers

The models used in 2D computer graphics usually do not provide for three-dimensional shapes, or three-dimensional optical phenomena such as lighting,

translucent, or transparent
—stacked in a specific order. The ordering is usually defined by a single number (the layer's depth, or distance from the viewer).

Layered models are sometimes called "212-D computer graphics". They make it possible to mimic traditional drafting and printing techniques based on film and paper, such as cutting and pasting; and allow the user to edit any layer without affecting the others. For these reasons, they are used in most

graphics editors. Layered models also allow better spatial anti-aliasing of complex drawings and provide a sound model for certain techniques such as mitered joints and the even–odd rule
.

Layered models are also used to allow the user to suppress unwanted information when viewing or printing a document, e.g. roads or railways from a map, certain process layers from an integrated circuit diagram, or hand annotations from a business letter.

In a layer-based model, the target image is produced by "painting" or "pasting" each layer, in order of decreasing depth, on the virtual canvas. Conceptually, each layer is first rendered on its own, yielding a digital image with the desired resolution which is then painted over the canvas, pixel by pixel. Fully transparent parts of a layer need not be rendered, of course. The rendering and painting may be done in parallel, i.e., each layer pixel may be painted on the canvas as soon as it is produced by the rendering procedure.

Layers that consist of complex geometric objects (such as

polylines) may be broken down into simpler elements (characters or line segments, respectively), which are then painted as separate layers, in some order. However, this solution may create undesirable aliasing
artifacts wherever two elements overlap the same pixel.

See also

Portable Document Format#Layers
.

Hardware

Modern computer

blitting is known as a Blitter
chip.

Classic 2D

, include:

Software

Many graphical user interfaces (GUIs), including macOS, Microsoft Windows, or the X Window System, are primarily based on 2D graphical concepts. Such software provides a visual environment for interacting with the computer, and commonly includes some form of window manager to aid the user in conceptually distinguishing between different applications. The user interface within individual software applications is typically 2D in nature as well, due in part to the fact that most common input devices, such as the mouse, are constrained to two dimensions of movement.

2D graphics are very important in the control peripherals such as printers, plotters, sheet cutting machines, etc. They were also used in most early

mahjongg
, etc.

2D graphics editors or drawing programs are application-level software for the creation of images, diagrams and illustrations by direct manipulation (through the mouse,

Macintosh line of computers, was an early example of this class; recent examples are the commercial products Adobe Illustrator and CorelDRAW, and the free editors such as xfig or Inkscape
. There are also many 2D graphics editors specialized for certain types of drawings such as electrical, electronic and VLSI diagrams, topographic maps, computer fonts, etc.

Paint Shop Pro. This class too includes many specialized editors—for medicine, remote sensing, digital photography
, etc.

Developmental animation

With the resurgence[4]: 8  of 2D animation, free and proprietary software packages have become widely available for amateurs and professional animators. With software like RETAS UbiArt Framework and Adobe After Effects, coloring and compositing can be done in less time.[citation needed]

Various approaches have been developed

in-betweening
.

Programs like Blender or Adobe Substance allow the user to do either 3D animation, 2D animation or combine both in its software allowing experimentation with multiple forms of animation.[5]

See also

References

  1. ^ Richard Paul, 1981, Robot manipulators: mathematics, programming, and control : the computer control of robot manipulators, MIT Press, Cambridge, MA
  2. ^ "Scalable Vector Graphics -- the initial coordinate system", w3.org, 2003
  3. ^ Durand; Cutler. "Transformations" (PowerPoint). Massachusetts Institute of Technology. Retrieved 12 September 2008.
  4. ^ .
  5. ^ "blender.org - Home of the Blender project - Free and Open 3D Creation Software". blender.org. Retrieved 2019-04-24.