tx and ty are your displacement values.what is tx and ty x' y'
i am new to it
please explain
You should know the answer. You asked the question in your first post.ok, what is x,y then
You use the same computer that is running your system.for solving this cos value which processor will be used?
Hi,for solving this cos value which processor will be used?
Exactly, the next step up from pixel primitives are line and circle drawing algorithms with the most basic line routine being the DDA with a simple Slope−Intercept equation.In any case though as mentioned previously, there needs to be a follow up pixel interpolation in order to create the illusion of a smooth, non pixeled surface where points can be placed anywhere in the 2d space rather than on just pixel point locations (in a 100x200 image here are only 20000 true pixel locations but an image rotation lands pixels in a continuous 2d field where we never get lucky enough to get them all at the original points except for 90 degree and integer multiples of 90 degree rotations). This is more commonly referred to as "anti aliasing".
Hi,Exactly, the next step up from pixel primitives are line and circle drawing algorithms with the most basic line routine being the DDA with a simple Slope−Intercept equation.
http://web.cse.ohio-state.edu/~shen.94/681/Site/DDA_files/DDA.pdf
A better method is to use something like the Bresenham algorithm.
I had a similar time-frame with my 2d graphic projects and experiments using a homebrew 8080 powered character and graphics framebuffer with another 8080 or Z80 main processor. I also wrote a few drawing programs for the Atart ST using modula-2 using Bézier curves as the image construction main element. Most of the former software routines are hard-coded into modern graphics engines that are much faster than any possible software solution on generic hardware.Hi,
Back when i first got into image processing there was very little on the web so i had to write all my own algorithms from scratch. That included various transformations and image enhance algorithms which try to improve the quality of the image. Here is one link i found:
https://en.wikipedia.org/wiki/Homomorphic_filtering
and i have one of those guy's books from MIT. So it's basically just a form of DSP where the image is handled as a two dimensional sequence.
What was a little interesting is this was being used even back then, and the book i have was published back in 1975, before most people had home computers, and i was working on my first personal computer build from a raw 8080 processor around that time.
I have yet to implement anti aliasing line drawing in my 2d drawing program though, for now it's just regular digital lines (lines, circles, rectangles, triangles, sinusoids, etc.). In my 3d drawing program though i did implement shading, which is really a pain in the neck
Basically i've been doing some form of graphics since around 1980 or so, with the more advanced stuff after 1990. I got a little interested in 3d perspective viewing graphics with lighting and shading, but only did a little with it so far. Too many other things came up in between this and that.
Hi,Ah! Those were the days. I wrote my own schematic and PCB CAD program written entirely in ASM for a Data General Nova in the early '80s. It had user definable icons, component symbols and IC footprints. That was even before the IBM PC grew a mouse.
It was fun creating my own DDA using integer math and making it as efficient as possible. Of course, pixels were either ON or OFF and we couldn't implement dithering or anti-aliasing.