ScholarQuill logoScholarQuillUniversity Notes
My Semester
Explore Notes
Past Papers12 New
Video CoursesNew
Search
Settings
Study Tools
GPA/CGPA Calculator
Schedule & To-Do
Student Portal
Contact
Contact
ScholarQuill logo
My Semester
Explore Notes
Past Papers12 New
Video CoursesNew
Search
Settings
GPA/CGPA Calculator
Schedule & To-Do
Student Portal
Contact
ScholarQuill logoScholarQuillUniversity Notes
Study PortalCOMP3145Positioning Systems Wi…
Ctrl + K
Login
Explore
Search
Semester
Papers
CGPA
    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    4 min read
    Topic 47 of 73
    Topic Study Note Illustration
    47

    Positioning systems and windowed environment

    Definition: A positioning system in computer graphics and HCI is a mechanism that specifies the location of objects or the cursor on a display . It defines...

    1. Positioning Systems

    Definition: A positioning system in computer graphics and HCI is a mechanism that specifies the location of objects or the cursor on a display. It defines a reference framework for placing and interacting with graphical elements.

    Types of Positioning Systems:

    A. Absolute Positioning

    • Objects or the cursor are located using fixed coordinates relative to the origin of the display or workspace.
    • Example: Touchscreen coordinates, tablet input.
    • Advantages: Direct and simple to compute.
    • Disadvantages: Not flexible for window resizing or different screen resolutions.

    B. Relative Positioning

    • The position is specified relative to a reference point or previous location.
    • Commonly used in mouse input devices: the cursor moves relative to its current position.
    • Advantages: Works well for dynamic input devices.

    C. Logical Positioning

    • Uses a logical coordinate system, independent of device resolution.
    • Coordinates are mapped to device coordinates when rendering.
    • Enables portability and scalability across different devices and screen sizes.

    D. Coordinate Systems

    1. World Coordinates: Define positions in the virtual scene.
    2. Normalized Device Coordinates (NDC): Scale coordinates to a unit square for device-independent rendering.
    3. Device Coordinates: Map to actual pixels on the display.

    2. Windowed Environment

    Definition: A windowed environment is a graphical interface paradigm where the display screen is divided into multiple rectangular regions (windows), each capable of showing different content or applications.

    Key Concepts:

    A. Window

    • A rectangular portion of the screen for rendering graphics or GUI elements.
    • Can contain text, graphics, images, or interactive elements.

    B. Viewport

    • Defines a sub-region of the window where objects are actually displayed.
    • Supports zooming, panning, and scaling independent of the full window.

    C. Clipping

    • Ensures that only the portion of objects inside the window or viewport is rendered.
    • Prevents graphics from overflowing beyond window boundaries.

    D. Coordinate Mapping

    1. Window Coordinates: Logical coordinates defining the scene boundaries.
    2. Viewport Coordinates: Device coordinates defining the screen region where the scene is displayed.
    • Mapping from window → viewport allows resizing and flexible display.

    Window-to-Viewport Transformation Formula:

    xv=xvmin+(xw−xwmin)(xvmax−xvmin)xwmax−xwminx_v = x_{vmin} + \frac{(x_w - x_{wmin})(x_{vmax}-x_{vmin})}{x_{wmax}-x_{wmin}}xv​=xvmin​+xwmax​−xwmin​(xw​−xwmin​)(xvmax​−xvmin​)​ yv=yvmin+(yw−ywmin)(yvmax−yvmin)ywmax−ywminy_v = y_{vmin} + \frac{(y_w - y_{wmin})(y_{vmax}-y_{vmin})}{y_{wmax}-y_{wmin}}yv​=yvmin​+ywmax​−ywmin​(yw​−ywmin​)(yvmax​−yvmin​)​

    Where:

    • (xw,yw)(x_w, y_w)(xw​,yw​) = window coordinates
    • (xv,yv)(x_v, y_v)(xv​,yv​) = viewport coordinates
    • (wmin,wmax,vmin,vmax)(wmin, wmax, vmin, vmax)(wmin,wmax,vmin,vmax) = min and max of window and viewport coordinates

    3. Advantages of Windowed Environment

    • Multitasking: Multiple applications or views can coexist.
    • Flexible Interaction: Windows can be resized, moved, or minimized.
    • Viewport Mapping: Supports zooming, panning, and different resolutions.
    • Clipping: Improves efficiency by rendering only visible portions.

    4. Examples in HCI and Graphics

    • GUI Systems: Windows, dialogs, and panels in operating systems.
    • Graphics Applications: CAD software uses multiple windows for modeling, rendering, and tool palettes.
    • Web Browsers: Each tab or panel acts as a separate window with independent content.

    5. Key Takeaways

    • Positioning systems provide reference frames for accurate placement of objects or cursors.
    • Windowed environments allow flexible, multi-view interaction with graphical content.
    • Mapping window coordinates to viewport coordinates is fundamental for device-independent rendering.
    • Together, these concepts form the foundation of interactive graphics and GUI design.
    ← Previous topic 46
    Displaying simple two-dimensional geometric objects
    Next topic 48 →
    Color perception and models

    Past Papers

    Open this section to view and download past papers

    Click on Show Past Papers to load available exam papers.

    Reading Progress
    0%
    4mremaining
    737words
    Beginnerlevel
    On This Page

    No headings found

    Study Toolkit

    Subject Portal

    HCI & Computer Graphics