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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›Compositing
    HCI & Computer GraphicsTopic 73 of 73

    Compositing

    3 minread
    518words
    Beginnerlevel

    1. Definition

    Compositing is the process of combining multiple images or visual elements into a single final image.

    • Each element may be a layer, such as a background, foreground, characters, or effects.
    • Widely used in film, animation, graphics, and user interfaces.
    • It allows creation of complex scenes without modifying the original images.

    2. Concept

    • Each image or layer can have color and transparency (alpha) values.

    • Alpha blending determines how layers are combined:

      • Fully opaque layers cover layers beneath.
      • Semi-transparent layers are blended with underlying layers.
    • The final pixel color (C_{out}) is computed as:

    Cout=α⋅Cforeground+(1−α)⋅CbackgroundC_{out} = \alpha \cdot C_{foreground} + (1 - \alpha) \cdot C_{background}Cout​=α⋅Cforeground​+(1−α)⋅Cbackground​

    Where:

    • CforegroundC_{foreground}Cforeground​ = color of the top layer pixel
    • CbackgroundC_{background}Cbackground​ = color of the bottom layer pixel
    • α\alphaα = transparency factor (0 = fully transparent, 1 = fully opaque)

    3. Types of Compositing

    Type Description
    Alpha Blending Combines foreground and background based on alpha value
    Matte Compositing Uses a mask (matte) to select areas for blending
    Depth Compositing Combines images based on distance from camera (Z-buffer)
    Multi-pass Compositing Combines multiple layers iteratively for complex effects

    4. Steps in Compositing

    1. Prepare layers

      • Ensure each image has color and optional alpha/mask data.
    2. Determine blending order

      • Usually back-to-front (painter’s algorithm) or using depth information.
    3. Apply blending

      • Compute pixel colors using alpha blending or mask-based techniques.
    4. Render final image

      • Combine all layers into one final framebuffer or image.

    5. Applications

    1. Film & Animation – Combine live-action footage with CGI elements.
    2. 2D/3D Graphics – Add shadows, reflections, or special effects.
    3. User Interfaces – Layered windows, pop-ups, and translucency effects.
    4. Games & Simulations – Particle effects, HUD elements, and post-processing.

    6. Advantages

    • Allows non-destructive editing of images.
    • Supports complex scenes without modifying original assets.
    • Compatible with hardware acceleration for real-time graphics.

    7. Summary Table

    Aspect Description
    Purpose Combine multiple images/layers into one
    Key Technique Alpha blending, mask/matte, depth compositing
    Formula Cout=αCfg+(1−α)CbgC_{out} = \alpha C_{fg} + (1-\alpha) C_{bg}Cout​=αCfg​+(1−α)Cbg​
    Applications Film, animation, graphics, UI, games

    Key Points:

    • Compositing = combining multiple images/layers to produce a final visual output.
    • Alpha values or masks control transparency and blending.
    • Essential for visual effects, layered graphics, and realistic rendering.
    Previous topic 72
    Texture mapping

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      Reading Stats
      Est. reading time3 min
      Word count518
      Code examples0
      DifficultyBeginner