E. Kenneth Hoffman

Department of Communication

Seton Hall University

Vector vs. Raster Computer Graphics Systems

Department of Communication--Seton Hall University

  1. Raster -- Refers to the method monitors use to paint an image across the screen line by line.
  2. Raster systems are pixel-based and limited to the resolution of the device they are created on.
  3. Vector -- A straight line between any two points. (Stroke or vector monitors)
  4. Vector images are not limited by the resolution of the device they are created on and are said to be resolution independent. (Raster monitor vs. Film recorder of pen plotter)
  5. Paint Systems
  6. Pixel based, uses Raster monitor
  7. Images stored in frame buffer
  8. Paint systems:
    1. Photoshop
    2. Corelpaint
    3. Fractal Design Painter
    4. QFX
  9. File types:
  10. .TGA Targa file format
  11. .GIF Graphics Interchange Format from Compuserve
  12. .TIF or TIFF Tagged Image File Format
  13. .JPG Joint Photographic Experts Group (compressed files)
  14. Resolution dependent output
  15. Scan images from desktop scanner, still video or digital camera
  16. high color -- 32,000 available colors
  17. true color -- 16.8 million (photo-realistic)
  18. Draw and 3D Systems
  19. Draw Systems
    1. Coreldraw
    2. Adobe Illustrator
  20. 3D Systems
    1. 3D Studio
    2. 3D Studio Max
    3. Alias, Softimage
    4. TrueSpace
    5. Amapi
    6. Lightwave 3D from NewTek
  21. File extensions for 3D Studio .SHP, .3DS, .PRJ,
  22. Database of vertex endpoints (vertices)
  23. Lines connecting the dots
  24. Images made up of lines or polygons of different shades
  25. Resolution independent output
  26. Some programs use formulas for creating curved objects, rather than remembering the X,Y coordinates for each line segment.
  27. Vector Systems (Draw and 3D Software)
  28. 3-D Workspace -- Artificial 3-D environment in which you create (sculpt) and place your objects. Objects are created within a Cartesian world
    1. Transformations: Translations, Rotations and Scaling
    2. Camera perspective
    3. Modeling methods
      1. Extrusions
      2. Rotational Sweeps
      3. Cross-Sectional modeling
      4. Object primitives (Additive modeling)
      5. Procedural modeling
        1. Fractals
        2. Particle systems
      6. Bezier patches
      7. Metaball modeling (for organic shapes)
      8. 3D digitizing
      9. Photogrammetry
    4. Based on properties of the object in the database the 3D program creates an image on the screen (rendering). Object properties include:
      1. Object characteristics
        1. shading
          1. wire frame
          2. flat
          3. smooth (also called Gouraud)
          4. Phong (smooth with specular highlights)
        2. Color
        3. Perspective
        4. Other object characteristics such as degree of transparency or opaqueness and mapping
        5. Anti-aliasing
      2. The rendering algorithm displays the based on the above properties and conditions.
    5. Saving the image:
      1. Shape (.SHP)
      2. 3D Object (.3DS)
      3. Project (.PRJ)
      1. Magazines
        1. Planet Studio (603) 472-2419
        2. 3D Design Magazine (415) 905-2200
        3. 3D Artist http://www.3dartist.com/ (505)820-6929
        4. Animation Magazine (818) 991-2884
        5. Multimedia Producer http://www.kipinet.com/
        6. Wired Magazine http://www.hotwired.com