Conceptual Framework for Interactive Graphics

Conceptual Framework for Interactive Graphics

Interactive graphics involve a system where users can control or manipulate visual elements on a screen.
These parts show how the application, graphics library, and hardware interact with each other to create visual output.
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Application Model / Database (DB)

  • This is the first part of the framework, where all the data and objects are stored. The data includes both graphical and non-graphical information.
  • The Application Model/DB holds the information about the objects you want to display.
  • For example, if you're designing a game, the database would contain the data of game characters, objects, scenes, etc.

Application Program

  • The Application Program is the software that tells the system how to use the data in the database to create the visuals.
  • It maps the objects (like characters, shapes, or images) from the database and prepares them for the screen.
  • The application calls the Graphics Library to process and draw these objects.
  • Example: If you're creating a map in an app, the application program decides what part of the map to show and how it should look by calling the right functions in the graphics library.

Graphics Library

  • The Graphics Library is the middle layer between the application program and the hardware (your screen).
  • It translates the instructions from the application program into something the hardware can understand.
  • The library has functions to draw shapes, lines, colors, and textures, and it helps turn objects from the database into visuals that can be displayed.
  • Example: In a drawing program, when you choose to draw a circle, the graphics library tells the system how to draw a smooth, round shape by sending instructions to the hardware.

Graphics System (GPU)

  • The Graphics System or GPU (Graphics Processing Unit) is the hardware responsible for actually rendering the graphics onto the screen.
  • After the graphics library processes the instructions, the GPU draws them as pixels on the screen, making the image visible.
  • Example: In a video game, the GPU works with the graphics library to render scenes in real-time, so when you move the game character, the display updates instantly.

Display Hardware (H/W)

  • The Display Hardware is the final component. It takes the output from the GPU and shows it to the user on the screen.
  • It displays the pixels that make up the image, video, or any other graphical elements generated by the application.

Real-Life Example: Video Game

  • The Application Model/DB contains data like character models, environments, and textures.
  • The Application Program tells the system how to display the game world based on the player’s actions.
  • The Graphics Library translates these commands into graphical data.
  • The GPU renders the game visuals in real time, updating as the player moves.
  • The Display Hardware shows the game scene on your screen, allowing you to interact with it.

Conclusion

The framework for interactive graphics shows how data from an application is processed and displayed as visuals on a screen. With the help of the application, graphics library, and GPU, users can interact with smooth, real-time graphics.