Chapter: Mechanical : Computer Aided Design : CAD Standards

CAD Standards

The purpose of CAD standard is that the CAD software should not be device-independent and should connect to any input device via a device driver and to any graphics display via a device drive.

CAD Standards

 

Introduction

 

The purpose of CAD standard is that the CAD software should not be device-independent and should connect to any input device via a device driver and to any graphics display via a device drive.

 

The graphics system is divided into two parts: the kernel system, which is hardware independent and the device driver, which is hardware dependent. The kernel system, acts as a buffer independent and portability of the program. At interface ‘X’, the application program calls the standard functions and sub routine provided by the kernel system through what is called language bindings. These functions and subroutine, call the device driver functions and subroutines at interface ‘Y’to complete the task required by the application program (Fig.5.1.).

 


Fig.5.1. Graphics Standard

 

Various standards in graphics programming

 

The following international organizations involved to develop the graphics standards:

 

 

·        ACM ( Association for Computer Machinery )

 

·        ANSI ( American National Standards Institute )

 

·        ISO ( International Standards Organization )

·        GIN ( German Standards Institute )

 

Fig.5.2. Graphics Standards in Graphics Programming

 

As a result of these international organization efforts, various standard functions at various levels of the graphics system developed. These are:

 

1.     IGES (Initial Graphics Exchange Specification) enables an exchange of model data basis among CAD system.

2.     DXF (Drawing / Data Exchange Format) file format was meant to provide an exact representation of the data in the standard CAD file format.

3.     3.  STEP  (Standard  for  the  Exchange of  Product  model  data) can  be used to  exchange  data between  CAD, Computer  Aided  Manufacturing  (CAM)  ,  Computer Aided Engineering (CAE) ,  product data management/enterprise data modeling (PDES) and other  CAx systems.

4.     CALS ( Computer Aided Acquisition and Logistic Support) is an US Department of Defense initiative with the aim of applying computer technology in Logistic support.

 

5.     GKS (Graphics Kernel System) provides a set of drawing features for two-dimensional vector graphics suitable for charting and similar duties.

 

6.     PHIGS ( Programmer’sHierarchical Interactive Graphic System) The PHIGS standard defines a set of functions and data structures to be used by a programmer to manipulate and display 3-D graphical objects.

 

7.     VDI (Virtual Device Interface) lies between GKS or PHIGS and the device driver code. VDI is now called CGI (Computer Graphics Interface).

 

8.    VDM (Virtual Device Metafile) can be stored or transmitted from graphics device to another. VDM is now called CGM (Computer Graphics Metafile).

 

9.     NAPLPS (North American Presentation- Level Protocol Syntax) describes text and graphics in the form of sequences of bytes in ASCII code.

 

 

Graphics Kernel System (GKS)

 

The Graphical Kernel System (GKS) was the first ISO standard for computer graphics in low-level, established in 1977. GKS offers a group of drawing aspects for 2D vector graphics appropriate for mapping and related duties. The calls are defined to be moveable across various programming languages, graphics hardware, so that applications noted to use GKS will be willingly portable to different devices and platforms.


Fig.5.3. Layers of GKS

 

The following documents are representing GKS standards:

 

·       The language bindings are called in ISO 8651 standard.

·       ANSI X3.124 (1985) is part of ANSI standard.

 

 

·       ISO/IEC 7942 noted in ISO standard, first part of 1985 and two to four parts of 1997-99.

 

·       ISO 8805 and ISO 8806.

 

 

The main uses of the GKS standard are:

 

·        To give for portability of application graphics programs.

 

·        To assist in the learning of graphics systems by application programmers.

 

·        To offer strategy for manufacturers in relating practical graphics capabilities.

 

 

The GKS consists of three basic parts:

 

i)       A casual exhibition of the substances of the standard which contains such things as how text is placed, how polygonal zones are to be filled, and so onward.

 

ii)     An official of the descriptive material in (i), by way of conceptual the ideas into separate functional explanations. These functional descriptions have such data as descriptions of input and output parameters, specific descriptions of the result of every function should have references into the descriptive material in (i), and a description of fault situation. The functional descriptions in this division are language autonomous.

 

iii)  Language bindings are an execution of the abstract functions explained in (ii). in a explicit computer language such as C.

 

 

GKS arrange its functionality into twelve functional stages, based on the complexity of the graphical input and output. There are four stages of output (m, 0, 1, 2) and three stages of input (A, B, C). NCAR GKS has a complete execution of the GKS C bindings at level 0 A.

 

1. GKS Output Primitives

 

GKS is based on a number of elements that may be drawn in an object know as graphical primitives. The fundamental set of primitives has the word names POLYLINE, POLYMARKER, FILLAREA, TEXT and CELLARRAY, even though a few implementations widen this basic set.

 

 

i) POLYLINES

 

The  GKS  function  for  drawing  line  segments  is  called  ‘POLYLINE’The.  ‘POLYLINE’

 

command takes an array of X-Y coordinates and creates line segments joining them. The elements that organize the look of a ‘POLYLINE’re (Figa.5.3):

•        Line type    :         solid, dashed or dotted.

•        Line width scale factor   :         thickness of the line.

· Polyline color index    :  color of the line.


 

Fig.5.3. GKS POLYLINES

 

ii)  POLYMARKERS

 

The GKS OLYMARKER‘P’function permits to draw symbols of marker centered at coordinate points. The features that control the look of ‘POLYMARKERS’are (Fig.5.4.):

 

·  Marker characters           : dot, plus, asterisk, circle or cross.

 

·  Marker size scale factor  : size of marker

 

·  Polymarker color index  : color of the marker.

 

 

Fig.5.4. GKS  POLYMARKERS

 

iii) FILLAREA

 

The GKS ILL‘FAREA’function permits to denote a polygonal shape of a zone to be filled with various interior shapes. The features that control the look of fill areas are (Fig.5.5.):

 

· FILL AREA interior style          : solid colors, hatch patterns.

 

· FILL AREA style index  :  horizontal lines; vertical lines; left slant lines;

 

right slant lines; horizontal and vertical lines; or left slant

 

and right slant lines.

 

· Fill area color index        :  color of the fill patterns / solid areas.

 


Fig.5.5. GKS FILLAREA

 

iv) TEXT

 

The GKS TEXT function permits to sketch a text string at a specified coordinate place. The features that control the look of text are:

 

·  Text font and precision  : text font should be used for the characters

 

·  Character expansion factor      : height-to-width ratio of each character.

 

·  Character spacing           : additional white space should be inserted between characters

 

·  Text color index             : color the text string

 

·  Character height             : size of the characters

 

·  Character up vector        : angle the text

 

·  Text path                        : direction the text should be written (right, left, up, or down).

 

·  Text alignment : vertical and horizontal centering options for the text string.


Fig.5.6. GKS TEXT

 

v) CELL ARRAY

 

The GKS CELL ARRAY function shows raster like pictures in a device autonomous manner. The CELL ARRAY function takes the two corner points of a rectangle that indicate, a number of partitions (M) in the X direction and a number of partitions (N) in the Y direction. It then partitions the rectangle into M x N sub rectangles noted as cells.


 

Fig.5.7. GKS CELL ARRAY

 

 

 

Standard for exchange images

 

A graphics standard proposed for interactive Three Dimensional applications should assure different criteria. It should be introduced on platforms with changing graphics abilities without sacrificing the graphics quality of the primary hardware and without compromising control over the hardware’s function. It must offer a normal interface that permits a programmer to explain rendering processes quickly.

 

To end with, the interface should be flexible adequate to contain additions, hence that as new graphics operations become important, these operations can be given without sacrificing the original interface. OpenGL meets these measures by giving a simple interface to the basic operations of 3D graphics rendering. It supports basic graphics primitives, basic rendering operations and lighting calculations. It also helps advanced rendering attributes such as texture mapping.

 

1. Open Graphics Library

 

OpenGL draws primitives into a structured buffer focus to a various selectable modes. Every Point, line, polygon, or bitmap are called as a primitive. Each mode can be modified separately; the parameters of one do not affect the parameters of others. Modes defined, primitives detailed, and other OpenGL operations explained by giving commands in the form of procedure calls.


Fig.5.7. Schematic diagram of OpenGL

 

Figure 5.7 shows a schematic diagram of OpenGL. Commands go into OpenGL on the left. The majority commands may be collected in a ‘display list’for executing at a later time. If not, commands are successfully sent through a pipeline for processing.

 

The first stage gives an effective means for resembling curve and surface geometry by estimating polynomial functions of input data. The next stage works on geometric primitives explained by vertices. In this stage vertices are converted, and primitives are clipped to a seeing volume in creation for the next stage.

 

All ‘fragment’created is supplied to the next stage that executes processes on personal fragments before they lastly change the structural buffer. These operations contain restricted updates into the structural buffer based on incoming and formerly saved depth values, combination of incoming colors with stored colors, as well as covering and other logical operations on fragment values.

 

To end with, rectangle pixels and bitmaps by pass the vertex processing part of the pipeline to move a group of fragments in a straight line to the individual fragment actions, finally rooting a block of pixels to be written to the frame buffer. Values can also be read back from the frame buffer or duplicated from one part of the frame buffer to another. These transfers may contain several type of encoding or decoding.

 

 

2. Features of OpenGL

 

 

i) Based on IRIS GL

 

OpenGL is supported on Silicon Graphics’Integrated Rater Imaging System Graphics Library (IRIS GL). Though it would have been potential to have designed a totally new Application Programmer’sInterface (API), practice with IRIS GL offered insight into what programmers need and don’tneed in a Three Dimensional graphics API. Additional, creation of OpenGL similar to Integrated Rater Imaging System Graphics Library where feasible builds OpenGL most likely to be admitted; there are various successful IRIS GL applications, and programmers of IRIS GL will have a simple time switching to OpenGL.

 

ii)  Low-Level

 

A critical target of OpenGL is to offer device independence while still permitting total contact to hardware. Therefore the API gives permission to graphics operations at the lowest level that still gives device independence. Hence, OpenGL does not give a suggestion for modeling complex geometric objects.

 

 

iii) Fine-Grained Control

 

Due to minimize the needs on how an application utilizing the Application Programmer’s Interface must save and present its information, the API must give a suggestion to state entity parts of geometric entities and operations on them. This fine-grained control is necessary so that these mechanism and operations may be defined in any order and so that control of rendering operations is comfortable to contain the needs of various applications.

 

 

iv) Modal

 

A modal Application Programmer’sInterface arises in executions in which processes function in parallel on different primitives. In that cases, a mode modify must be transmit to all processors so that all collects the new parameters before it processes its next primitive. A mode change is thus developed serially, stopping primitive processing until all processors have collected the modifications, and decreasing performance accordingly.

 

 

v) Frame buffer

 

Most of OpenGL needs that the graphics hardware has a frame buffer. This is a realistic condition since almost all interactive graphics run on systems with frame buffers. Some actions in OpenGL are attained only during exposing their execution using a frame buffer. While OpenGL may be applied to give data for driving such devices as vector displays, such use is minor.

 

 

vi) Not Programmable

 

OpenGL does not give a programming language. Its function may be organized by turning actions on or off or specifying factors to operations, but the rendering algorithms are basically fixed. One basis for this decision is that, for performance basis, graphics hardware is generally designed to apply particular operations in a defined order; changing these operations with random algorithms is generally infeasible. Programmability would variance with maintenance of the API close to the hardware and thus with the objective of maximum performance.

 

vii) Geometry and Images

 

OpenGL gives support for managing both 3D and 2D geometry. An Application Programmer’s Interface for utilize with geometry should also give guidance for reading, writing, and copying images, because geometry and images are regularly joint, as when a Three Dimensional view is laid over a background image. Various per-fragment processes that are applied to fragments beginning from geometric primitives apply uniformly well to fragments corresponding to pixels in an image, making it simple to mix images with geometry.

 


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