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OverviewAll major modern current computer video displays translate vector representations of an image to a raster format. The raster image, containing a value for every pixel on the screen, is stored in memory. Starting in the earliest days of computing in the 1950s and into the 1980s, a different type of display, the vector graphics system, was used. In these "calligraphic" systems the electron beam of the CRT display monitor was steered directly to trace out the shapes required, line segment by line segment, with the rest of the screen remaining black. This process was repeated many times a second ("stroke refresh") to achieve a flicker-free or near flicker-free picture. These systems allowed very high-resolution line art and moving images to be displayed without the (for that time) unthinkably huge amounts of memory that an equivalent-resolution raster system would have needed, and allowed entire subpictures to be moved, rotated, blinked, etc. by modifying only a few words of the graphic data "display file". These vector-based monitors were also known as X-Y displays. Image:Raster to Vector Mechanical Example.jpg Vectorizing is good for removing unnecessary detail from a photograph. This is especially useful for information graphics or line art. (Images were converted to JPEG for display on this page.) Image:Tj-loco.jpg An original photograph, a JPEG raster image. Image:Tj-loco-vec.gif Vectorizing is good for reducing file sizes and for allowing for better scaling while retaining enough information for aesthetic appeal and, often, photorealism. Many vector graphic editors can automatically convert from raster to vector graphics, though this image was done manually.
Subsequent vector graphics systems include Digital's GT40 [1]. There was a home gaming system that used vector graphics called Vectrex as well as various arcade games like Asteroids and Space Wars. Storage scope displays, such as the Tektronix 4014, could also create dynamic vector images by driving the display at a lower intensity. The term vector graphics is mainly used today in the context of two-dimensional computer graphics. It is one of several modes an artist can use to create an image on a raster display. Other modes include text, multimedia and 3D rendering. Virtually all modern 3D rendering is done using extensions of 2D vector graphics techniques. Plotters used in technical drawing still draw vectors directly to paper. MotivationFor example, consider circle of radius r. The main pieces of information a program needs in order to draw this circle are
Typical primitive objects
This list is not complete. There are various types of curves (Catmull-Rom splines, NURBS etc.), which are useful in certain applications. Often, a bitmap image is considered as a primitive object. From the conceptual view, it behaves as a rectangle. Vector operationsImage:Leonard gaia.svg An example of vector graphics, using SVG output file Vector graphics editors typically allow to rotate, move, mirror, stretch, skew, generally perform affine transformations of objects, change z-order and combine the primitives into more complex objects. More sophisticated transformations include set operations on closed shapes (union, difference, intersection, etc.) Vector graphics are ideal for simple or composite drawings that need to be device-independent, or do not need to achieve photo-realism. For example, the PostScript and PDF page description languages use a vector graphics model. PrintingVector art is key for printing. Since the art is made from a series of mathematical curves it will print very crisp even when resized. For instance one can take the same vector logo and print it on a business card, and then enlarge it to billboard size and keep the same crisp quality. A low-resolution raster graphic would blur incredibly if it were enlarged from business card size to billboard size. 3D modelingIn 3D computer graphics, vectorized surface representations are most common (bitmaps can be used for special purposes such as surface texturing, height-field data and bump mapping). At the low-end, simple meshes of polygons are used to represent geometric detail in applications where interactive frame rates or simplicity are important. At the high-end, where one is willing to trade-off higher rendering times for increased image quality and precision, smooth surface representations such as Bézier patches, NURBS or Subdivision surfaces are used. One can however achieve a smooth surface rendering from a polygonal mesh through the use of shading algorithms such as Phong and Gouraud. See also
cs:Vektorová grafika da:Vektorgrafik de:Vektorgrafik et:Vektorgraafika es:Gráfico vectorial eo:Vektora bildo fr:Image vectorielle id:Gambar vektor it:Grafica vettoriale he:גרפיקה וקטורית lv:Vektorgrafika hu:Vektorgrafika nl:Vectorafbeelding ja:ベクトル画像 no:Vektorgrafikk pl:Grafika wektorowa pt:Desenho vetorial ru:Векторная графика sk:Vektorová grafika sl:Vektorska grafika sr:Векторска графика fi:Vektorigrafiikka sv:Vektorgrafik uk:Векторна графіка zh:矢量图形
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