Siksha Sarovar

Siksha Sarovar (sikshasarovar.com) is a free educational web application that helps students in India learn programming and prepare for academic and competitive exams. The platform offers structured coding courses (C, C++, Python, Java, HTML, CSS, PHP, Power BI, AI, Machine Learning, Data Science), complete university curriculum notes for BCA/MCA students with previous year question papers, Class 10 and Class 12 CBSE/HBSE school notes, and dedicated preparation material for SSC, UPSC, Banking, Railway and other government exams. Browsing the site is completely free and requires no account. Users may optionally sign in with Google solely to save their learning progress, quiz scores and personal preferences across devices.

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Siksha Sarovar is a free e-learning platform for coding courses, BCA university notes and competitive exam preparation. Optional Google sign-in saves your learning progress across devices.

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1.1 Introduction, Applications and Interactive Framework

Lesson 2 of 32 in the free Computer Graphics notes on Siksha Sarovar, written by Rohit Jangra.

What Computer Graphics Is

Computer Graphics (CG) is the synthesis and manipulation of visual content using a computer. Unlike image processing, which starts from an image, CG starts from a model (geometry, lights, materials) and produces an image.

Major Applications

  • GUIs and window systems (every modern OS).
  • CAD/CAM - mechanical, electrical, architectural design.
  • Entertainment - games, films, VFX.
  • Scientific visualization - molecular, climate, fluid simulations.
  • Medical imaging - CT, MRI volume rendering.
  • Cartography and GIS.
  • Virtual and Augmented Reality.
  • Simulation and training (flight sims, surgical sims).

Non-Interactive vs Interactive Graphics

  • Non-Interactive (Passive): User cannot influence the image while it is being produced. Examples: a printed chart, a pre-rendered animated film. The image is computed once and consumed.
  • Interactive: User can change parameters in real time and see results immediately. Examples: 3D modelers, games, dashboards. Requires fast feedback (typically 30-120 fps).

Conceptual Framework for Interactive Graphics

Five components form the classical Foley-Van Dam loop:

  1. Application Model - data describing the world (vertices, materials, scene graph).
  2. Application Program - the user-written code that manipulates the model.
  3. Graphics System - the API and pipeline (OpenGL, DirectX, Vulkan, software).
  4. Display Device - monitor, projector, HMD.
  5. Input Devices - keyboard, mouse, stylus, controllers, cameras.

Comparison Table

AspectNon-InteractiveInteractive
Latency budgetHours per frame OK8-33 ms per frame
QualityPhotoreal possibleReal-time tradeoffs
User controlNone during renderContinuous
ExamplesMovies, postersGames, CAD, VR

A Note on the Pipeline

The interactive pipeline today (Application -> Geometry -> Rasterization -> Fragment -> Framebuffer -> Display) is the descendant of the framework above; later units expand each stage.