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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›BitBlt operations
    HCI & Computer GraphicsTopic 68 of 73

    BitBlt operations

    2 minread
    344words
    Beginnerlevel

    1. Definition

    BitBlt (Bit Block Transfer) is a raster graphics operation that copies a block of pixels from a source to a destination in memory or on a display.

    • It is a low-level graphics operation used in windowing systems, GUIs, and 2D graphics.
    • Allows fast manipulation of images, sprites, or regions of the screen.
    • Typically used in systems like Windows GDI (Graphics Device Interface).

    2. Basic Concept

    • Copy a rectangular pixel block (bitmap) from a source to a destination.

    • Can include masking, raster operations, and combining pixel values.

    • Parameters typically include:

      • Source coordinates (xs,ys)(x_s, y_s)(xs​,ys​)
      • Destination coordinates (xd,yd)(x_d, y_d)(xd​,yd​)
      • Width and height of the rectangle
      • Raster operation (ROP)

    3. Raster Operations (ROPs)

    ROPs define how source, destination, and optional mask pixels are combined.

    Common ROPs include:

    Operation Meaning
    SRCCOPY Destination = Source
    SRCAND Destination = Source AND Destination
    SRCPAINT Destination = Source OR Destination
    SRCINVERT Destination = Source XOR Destination
    NOTSRCCOPY Destination = NOT(Source)
    • These operations allow effects like masking, transparency, and inversion.

    4. Applications of BitBlt

    1. Moving or copying windows on the screen.
    2. Double buffering: Draw off-screen and copy to the screen to avoid flicker.
    3. Sprite animation in games.
    4. Image manipulation: overlaying, inverting, masking.

    5. BitBlt Process

    1. Define source rectangle: select the block of pixels to copy.
    2. Define destination rectangle: where to place the copied block.
    3. Apply raster operation (ROP): determines how pixels are combined.
    4. Transfer pixels efficiently using hardware acceleration when available.

    6. Advantages

    • Fast: Optimized for block copying of pixels.
    • Flexible: Supports masking, transparency, and logical operations.
    • Fundamental in 2D GUIs: Used for window movement, screen updates, and animations.

    Key Points:

    • BitBlt = copying a block of pixels with optional raster operations.
    • Essential for efficient 2D graphics, windowing systems, and off-screen drawing.
    • Works with source, destination, and mask for powerful visual effects.
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    Clipping and polygonal fill
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    Hidden surface removal (z buffer)

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