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Cheatography

Computer Graphics 5 Cheat Sheet (DRAFT) by

Computer Graphics Exam Ready

This is a draft cheat sheet. It is a work in progress and is not finished yet.

UNIT 5

PART A
chroma­ticity
quality of a color (hue/s­atu­ration)
chroma­ticity diagram
visual repres­ent­ation of all percei­vable colors; mixture of colors + comparison
RGB
additive color model; combining at full intensity produces white
YIQ
Y - luminance component; grayscale inform­ation
CMY
subtra­cti­ve(from reflected white) color model; mixing inks/d­yes­/pi­gments;
HSV/HLS
H - Hue (pure color); HSV - single hexcone; HLS - double hexcone
S - saturation (vibrancy)
V - value(­bri­ght­ness)
key frame systems
important frames (keyfr­ames); start and end; interm­ediate frames (tween­ing­/in­-be­twe­ening)
Bitmap animation
manipu­lating pixels­/blocks (Frame­-buffer animation)
Design of Animation Sequences
outline the storyboard or script.
define motion sequence, objects, and keyframe positions.
motion specif­ication
define how objects move and transform over time; paths, kinema­tics, dynamics
HSV preferred over RGB when selecting hue, brightness and vibrancy

RGB to YIQ

Y=0.29­9R+­0.5­87G­+0.114B
I=0.59­59R­−0.2­74­6G−­0.3213B
Q=0.21­15R­−0.5­22­7G+­0.3112B
Advantages of YIQ
1. Bandwidth efficiency
more for Y; less for I & Q
2. Monochrome compat­ibility
Y carries brightness
3. Perceptual separation
matches human vision
4. Reduced interf­erence
improved signal quality (separ­ating luminance & chromi­nance)
 

HSV

H (Hue): Base color (0°–360°)
S (Satur­ation): Color intensity (0–100%)
V (Value): Brightness (0–100%)
Steps for Palette Creation
Step 1 – Choose Fixed Hue
Step 2 – Vary Saturation
Step 3 – Vary Value
Step 4 – Generate Color Grid/M­atrix

CMY to RGB

Red (R) = M + Y
Green (G) = C + Y
Blue (B) = C + M
C absorbs Red
M absorbs Green
Y absorbs Blue
mixing two primary colors­ su­btr­act­s two wavele­ngths of light, leaving only the color perceived as their overlap (a secondary color: R, G, or B).
works by absorbing light

Charac­ter­istics of light

Wavele­ngth: defines hue (color)
Intensity: defines brightness
Additive Nature: combines to form white → basis for RGB
Impact on RGB
Structure
Based on Red, Green, Blue (human cone sensit­ivity)
Repres­ented as a 3D color cube
Operation
Additive mixing: R+G+B=­white; (0,0,0­)=black
varying intensity values (0–255)
Directly used in display devices (monitors, TVs)

Raster and Keyframe animation

Raster Animation
Key-Frame Animation
Defini­tion: Frame-­by-­frame images
Defini­tion: Store key frames, generate in-bet­weens
Data Struct­ures: Bitmap frames, frame buffer
Data Struct­ures: Key frames, control points, interp­olation (linea­r/s­pline)
Process: Each frame stored and displayed sequen­tially
Process: Interp­olate interm­ediate frames between key frames
Storage: high
Storage: low
Motion realism: exact
Motion realism: smooth
Editing: Difficult
Editing Easy:
Short, detailed animations
Long animations with smooth motion
 

Chroma­ticity diagram

Represents Visible Color Range
2D slice, 3D color plane; isolate hue and saturation
horses­hoe­-shaped boundary; pure spectral colors
line of purples: non-sp­ectral colors (mistures; connects red + blue)
Interior = all visible color combin­ations
Meaning of Points
Each point = specific color (hue (angle) + saturation (distance from center)
Center → white/gray (achro­matic)
Boundary points = maximum saturation for that hue
lines between points - mixture
Placement of Primary Colors
Primaries (RGB) are fixed points inside diagram (not at extremes; form a triangle)
triangle formed shows color gamut (subset colors)
Limita­tions:
Limited gamut (triangle ≠ full diagram)
Primaries not at extremes
Cannot represent all visible colors

fig. 1

Keyframe vs. Procedural

Keyframe
Procedural
Control: High (artistic, stylized motion)
Control: Limited (funct­ion­-dr­iven)
Realism: Depends on animator
Realism: High (follows physics)
Comput­ation: Low runtime, high manual effort
Comput­ation: Higher runtime, easy parameter changes
more contro­l/style
less contro­l/style
Best for stylized animation
Best for realistic motion

HLS vs. HSV

HLS
HSV
Uses Lightness (L)
Uses Value (V)
Pure color at L = 50%
Pure color at V = 100%
L controls brightness + contrast clearly
Less intuitive for contrast control
HLS : better for harmony (consi­stent palette), contrast + more reliable
HLS is more logical and error-­proof for UI design due to better control over lightness and contrast

Squash & Stretch

Idea: Deform mesh based on velocity & impact, not uniform scaling
Algorithm
Step 1 – Calculate Deform­ation Axis
normalized velocity vector
Step 2 – Determine Deform­ation Magnitude:
scalar factor from object's speed (impact - sudden velocity change)
Step 3 – Apply Volume­-Pr­ese­rving Deform­ation:
Scale along axis by k, others by 1/√k → volume preserved
At impact → use surface normal
Parameters
Mesh vertices; Velocity; Impact normal; Deform­ation factor (k); Dampin­g/s­tif­fness
Mathem­atical foundation
affine transf­orm­ations; volume conser­vation
direct­ional scaling matrix
spring­-damper model