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Structures in Computer Graphics
Overview of Graphics Systems
Chapter 1
Er. Jay Nagar +91-9601957620
Outline
• Survey of Computer Graphics
• Overview of Graphics Systems
– Image Basics
– Graphics Hardware
• Input
– Describing something to the computer
• Computation
– Computing what we want to draw
• Output
– Final representation
Er. Jay Nagar
What is the goal of computer
graphics?
• High level, why computer graphics?
• Lower level, what is the computer doing?
Er. Jay Nagar
Business of Generating Images
• Images are made up of pixels
Er. Jay Nagar
RGB
RGB Color cube (what we
use in computer graphics)
Other color spaces include HSV,
YUV, YCrCb, and YIQ
The “goal” of computer graphics
• Solve the function
– Red @ a pixel is f(i,j)=…
– Green @ a pixel is f(i,j)=…
– Blue @ a pixel is f(i,j)=…
Er. Jay Nagar
Early Applications of Computer
Graphics• Data Visualization
– Charts and Graphs
Er. Jay Nagar
Early Applications of Computer
Graphics
• Computer Aided Design (CAD)
– Q: Why wireframe?
• Why these apps?
– A: Better conceptualization,
interaction, transfer of ideas
Er. Jay Nagar
Computer Graphics
Applications
• Virtual Reality
– VR: User interacts and
views with a 3D world
using “more natural” means
– Best VR?
• Data Visualization
– Scientific, Engineering,
Medical data
– Visualizing millions to
billions of data points
– See trends
– Different schemes
Er. Jay Nagar
Computer Graphics
Applications
• Education and Training
– Models of physical,
financial, social systems
– Comprehension of complex
systems
• Computer Art
– Fine and commercial art
– Performance Art
– Aesthetic Computing
– SIGGRAPH
• Games/Movies
Er. Jay Nagar
Computer Graphics
Applications
• Image Processing
– ~Inverse of Graphics
– Start with a picture
– Process picture
information
• Graphical User
Interfaces (GUIs)
– WIMP interface
– HCI
Er. Jay Nagar
Overview of Graphics Systems
• Images
• Hardware
– Input Systems
– Output Systems
• Software
– OpenGL
Er. Jay Nagar
Two Dimensional Images
• Images (at least
the ones in this
class) are two
dimensional
shapes.
• The two axes we
will label as X
(horizontal), and
Y (vertical).
X Axis
Y
Axis
(0,0) +X
+Y
Er. Jay Nagar
Hardware Pipeline
Input OutputComputation
We want to draw a rectangle, how do we describe it to a computer?
Model (n) - object
description that a
computer
understands.
Er. Jay Nagar
Partition the space
(7,3)
(7,9)
(14,3)
(14,9)
Vertex (pl. Vertices) - a point in 2 or 3 dimensional space.
1. Define a set of
points (vertices) in
2D space.
2. Given a set of
vertices, draw
lines between
consecutive
vertices.
Er. Jay Nagar
Record every position
Bitmap - a rectangular array of bits mapped one-to-one with
pixels.
Er. Jay Nagar
Position relative
Vector display system - graphical output system that was
based on strokes (as opposed to pixels). Also known as:
random, calligraphic, or stroke displays.
Er. Jay Nagar
Representing Objects
• Most common method is the VERTEX
method. Define the object as a set of points
with connectivity information.
• Why is connectivity important?
Connectivity - information that defines
which vertices are connected to which
other vertices via edges.
Edge - connects two vertices
Er. Jay Nagar
Model file for rectangle
• v 4 e 4
• 7 3
• 7 9
• 14 9
• 14 3
• 1 2
• 2 3
• 3 4
• 4 1
(7,3)
(7,9)
(14,3)
(14,9)
Er. Jay Nagar
How do we do this?
Er. Jay Nagar
Input Devices
• Locator Devices
• Keyboard
• Scanner
– Images
– Laser
• Cameras (research)
Er. Jay Nagar
Locator Devices
When queried, locator devices return a
position and/or orientation.
•Mouse (2D and 3D)
•Trackball
•Joystick (2D and 3D)
Er. Jay Nagar
Locator Devices
When queried, locator
devices return a
position and/or
orientation.
• Tablet
• Virtual Reality
Trackers
– Data Gloves
– Digitizers
Er. Jay Nagar
Keyboard
• Text input
– List boxes, GUI
– CAD/CAM
– Modeling
• Hard coded
– Vertex locations are inserted into code
Er. Jay Nagar
Scanners
• Image Scanners - Flatbed,
etc.
– What type of data is
returned? Bitmap
• Laser Scanners -
Deltasphere
– Emits a laser and does time
of flight. Returns 3D point
• Camera based - research
– Examine camera image(s)
and try to figure out
vertices from them.
Many others
• Light Pens
• Voice Systems
• Touch Panels
• Camera/Vision Based
• Which is best?
Er. Jay Nagar
Common
Modeling
Approach
• Hybrid
• Animator jobs
Model file for rectangle
• v 4 e 4
• 7 3
• 7 9
• 14 9
• 14 3
• 1 2
• 2 3
• 3 4
• 4 1
(7,3)
(7,9)
(14,3)
(14,9)
Computation Stage
• Now that we have a model of what we want
to draw, what goes on inside the computer
to generate the output?
Input OutputComputation
Computation
Transformations Rasterization
Computation Stage
Computation
Transformations Rasterization
Model
Transformed
Model
Output
How do we store this?
We would like to allocate memory to hold the
results of the computation stage.
Framebuffer
Framebuffer - A block of memory, dedicated
to graphics output, that holds the contents of
what will be displayed.
Pixel - one element of the framebuffer
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0
0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Framebuffer
Questions:
How big is the framebuffer?What is the largest image you can display?How many pixels are there?How much memory do we need to allocate
for the framebuffer?
Framebuffer in Memory
• If we want a framebuffer of 640 pixels by
480 pixles, we should allocate:
framebuffer = 640*480 bits
• How many bit should we allocate?
Q: What do more bits get you?
A: More values to be stored at each pixel.
Why would you want to store something
other than a 1 or 0?
Framebuffer bit depth
• How many colors does 1 bit get you?
• How many colors do 8 bits get you?
– Monochrome systems use this (green/gray
scale)
• What bit depth would you want for your
framebuffer?
bit depth - number of bits allocated per pixel in a buffer
Framebuffer bit depths
• Remember, we are
asking “how much
memory do we
allocate to store the
color at each
pixel?”
• Common answers:
– 16 and 32 bits
Bit depths
• 16 bits per pixel (high color)
– 5 bits for red, 5/6 bits for green, 5 bits for blue
– potential of 32 reds, 32/64 green, 32 blues
– total colors: 65536
• 32 bits per pixel (true color)
– 8 bits for red, green, blue, and alpha
– potential for 256 reds, greens, and blues
– total colors: 16777216 (more than the eye can
distinguish)
• Let’s look at Display Control Panel
Data Type Refresher
• bit - a 0 or 1. Can represent 2 unique values
• byte - 8 bits. 256 values
• word - 32 bits. 4,294,967,296 values
• int - 32 bits.
• float - 32 bits
• double - 64 bits
• unsigned byte - 8 bits
Memory
unsigned byte framebuffer[640*480*3];
framebuffer =
[255 255 255 0 0 255 0 0 255 0 255 0 255 0 0
0 255 0 0 255 0 …]
Graphic Card Memory
• How much memory is on our graphic card?
– 640 * 480 * 32 bits = 1,228,800 bytes
– 1024 * 768 * 32 bits = 3,145,728 bytes
– 1600 * 1200 * 32 bits = 7,680,000 bytes
• How much memory is on your graphics
card?
• As a side note: Playstation 1 has 2 MB
RAM. How do they do it? What is the TV
resolution? 1 bit alpha, no z buffer.
A: Egads! Not enough memory!
Q: What is dithering?
• Trading spatial resolution for intensity and
color depth.
• Sometimes call digital half-toning
• Increases the number of apparent colors
than are actually capable of being displayed
True color256 colors16 colors
Dithering
• Why does it work? Spatial integration.
Using the fact that our eyes usually blend
areas of high frequency.
• Why do you need it? If you don’t have
enough bits. Eyes can detect 100 shades of
a color. Banding occurs with fewer colors.
• Where do you see this? Printers and
newspaper! Let’s look at the Alligator.
Black and White Dithering
Let’s transition to OpenGL
• Now that we understand the input and
computation stage, let’s hold off on
different output types till after opengl + 2D
Output
We have an image (framebuffer or model),
now we want to show it. Read Ch. 2 in the
Hearn and Baker handout.
• Hardcopy
• Display
– Vector
– Raster Scan
Input OutputComputation
Hardcopy
• Printers (Resolution, color depth)
– Dot Matrix - uses a head with 7 to 24 pins to
strike a ribbon (single or multiple color)
– Ink Jet Printers (fires small balls of colored ink)
– Laser Printers (powder adheres to positive
charged paper)
– Pen Plotters (similar to vector displays).
“infinite” resolution.
Framebuffer -> Monitor
The values in the framebuffer are converted from a
digital (1s and 0s representation, the bits) to an
analog signal that goes out to the monitor. A video
card’s RAMDAC performs this operation, once per
frame. This is done automatically (not controlled by
your code), and the conversion can be done while
writing to the framebuffer.
Image Quality Issues
• Screen resolution
• Color
• Blank space between
the pixels
• Intentional image
degradation
• Brightness
• Contrast
• Refresh rate
• Sensitivity of display
to viewing angle
Pixels
• Pixel - The most basic addressable image
element in a screen
– CRT - Color triad (RGB phosphor dots)
– LCD - Single color element
• Screen Resolution - measure of number of
pixels on a screen (m by n)
– m - Horizontal screen resolution
– n - Vertical screen resolution
Other meanings of resolution
• Pitch - Size of a pixel, distance from center
to center of individual pixels.
• Cycles per degree - Addressable elements
(pixels) divided by twice the FOV measured
in degrees.
• The human eye can resolve 30 cycles per
degree (20/20 Snellen acuity).
Video Formats
• NTSC - 525x480, 30f/s, interlaced
• PAL - 625x480, 25f/s, interlaced
• VGA - 640x480, 60f/s, noninterlaced
• SVGA – 800x600, 60f/s noninterlaced
• RGB - 3 independent video signals and
synchronization signal, vary in resolution and
refresh rate
• Time-multiplexed color - R,G,B one after another
on a single signal, vary in resolution and refresh
rate
Raster Displays
• Cathode Ray Tubes (CRTs), most “tube”
monitors you see. Very common, but big
and bulky.
• Liquid Crystal Displays (LCDs), there are
two types transmissive (laptops, those
snazzy new flat panel monitors) and
reflective (wrist watches).
Cathode Ray Tubes (CRTs)
Heating element on the yolk.
Phosphor coated screen
Electrons are boiled off the
filament and drawn to the
focusing system.
The electrons are focused into
a beam and “shot” down the
cylinder.
The deflection plates “aim”
the electrons to a specific
position on the screen.
CRT Phosphor Screen
• The screen is coated with
phosphor, 3 colors for a color
monitor, 1 for monochrome.
• For a color monitor, three
guns light up red, green, or
blue phosphors.
• Intensity is controlled by the
amount of time at a specific
phosphor location.
Beam Movement
scan line - one row on the screen
interlace vs. non-interlace - Each frame is either
drawn entirely, or as two consecutively drawn
fields that alternate horizontal scan lines.
vertical sync (vertical retrace) - the motion of
the beam moving from the bottom of the image
to the top, after it has drawn a frame.
refresh rate - how many frames are drawn per
second. Eye can see 24 frames per second. TV
is 30 Hz, monitors are at least 60 Hz.
Beam Movement
• Refresh rate is important, but remember it is
different than your program’s update rate.
• Why is higher, better?
Vector Displays
• Unlike CRTs, vector
displays have a single gun
that is controlled to draw
lines. Think of having a
VERY FAST drawing pen.
• Pros: Diagrams/only draw
what you need
• Cons: No fill objects/Slows
with complexity
CRTs (cont.)
• Strong electrical fields and high voltage
• Very good resolution
• Heavy, not flat
Liquid Crystal Displays (LCDs)
• Also divided into pixels, but without an
electron gun firing at a screen, LCDs have
cells that either allow light to flow through,
or block it.
Liquid Crystal Displays
• Liquid crystal displays use small flat chips
which change their transparency properties
when a voltage is applied.
• LCD elements are arranged in an n x m
array call the LCD matrix
• Level of voltage controls gray levels.
• LCDs elements do not emit light, use
backlights behind the LCD matrix
LCDs (cont.)
• Color is obtained by placing filters in front of
each LCD element
• Usually black space between pixels to separate
the filters.
• Because of the physical nature of the LCD
matrix, it is difficult to make the individual
LCD pixels very small.
• Image quality dependent on viewing angle.
Advantages of LCDs
• Flat
• Lightweight
• Low power consumption
Projection Displays
• Use bright CRT or LCD
screens to generate an
image which is sent
through an optical
system to focus on a
(usually) large screen.
Basic Projector Designs
(Images from Phillips Research)
Reflective Projection System Transmittive Projection
System
Transmitive Projectors
CRT Based
• One color CRT tube (red, blue,
green phosphors) displays an
image with one projection lens.
• One black-and-white CRT with
a rapidly rotating color filter
wheel (red, green, blue filters) is
placed between the CRT tube
and the projection lens.
• Three CRT tubes (red, green,
blue) with three lenses project
the images. The lenses are
aligned so that a single color
image appears on the screen.
CRT-based projectors are usually
heavy and large compared to
other technologies
Transmitive Projectors
• LCD Based
– Use a bright light to illuminate an LCD
panel, and a lens projects the image
formed by the LCD onto a screen.
• Small, lightweight compared to CRT
based displays
Reflective Projectors
• In reflective projectors, the image is formed
on a small, reflective chip.
• When light shines on the chip, the image is
reflected off it and through a projection lens to
the screen.
• Recent innovations in reflective technology
have been in the the following areas:
– Microelectromechanical systems (MEMS)
• Digital micromirror device (DMD, DLP)
• Grating light valve (GLV)
– Liquid crystal on silicon (LCOS)
Advantages/Disadvantages
of Projection Display
• Very large screens can provide large FoV
and can be seen by several people
simultaneously.
• Image quality can be fuzzy and somewhat
dimmer than conventional displays.
• Sensitivity to ambient light.
• Delicate optical alignment.
Displays in Virtual Reality
• Head-Mounted Displays
(HMDs)
– The display and a position
tracker are attached to the
user’s head
• Head-Tracked Displays
(HTDs)
– Display is stationary,
tracker tracks the user’s
head relative to the display.
– Example: CAVE,
Workbench, Stereo monitor
3D Glasses
3D Display
3D Object
Graphics Software
• How to talk to the hardware?
• Special purpose software
– Excel
– AutoCAD
– Medical Visualization
• Programming API
• Advantages?
• Please Read Section 2.9
Er. Jay Nagar

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Overview of graphics systems

  • 1. Structures in Computer Graphics Overview of Graphics Systems Chapter 1 Er. Jay Nagar +91-9601957620
  • 2. Outline • Survey of Computer Graphics • Overview of Graphics Systems – Image Basics – Graphics Hardware • Input – Describing something to the computer • Computation – Computing what we want to draw • Output – Final representation Er. Jay Nagar
  • 3. What is the goal of computer graphics? • High level, why computer graphics? • Lower level, what is the computer doing? Er. Jay Nagar
  • 4. Business of Generating Images • Images are made up of pixels Er. Jay Nagar
  • 5. RGB RGB Color cube (what we use in computer graphics) Other color spaces include HSV, YUV, YCrCb, and YIQ
  • 6. The “goal” of computer graphics • Solve the function – Red @ a pixel is f(i,j)=… – Green @ a pixel is f(i,j)=… – Blue @ a pixel is f(i,j)=… Er. Jay Nagar
  • 7. Early Applications of Computer Graphics• Data Visualization – Charts and Graphs Er. Jay Nagar
  • 8. Early Applications of Computer Graphics • Computer Aided Design (CAD) – Q: Why wireframe? • Why these apps? – A: Better conceptualization, interaction, transfer of ideas Er. Jay Nagar
  • 9. Computer Graphics Applications • Virtual Reality – VR: User interacts and views with a 3D world using “more natural” means – Best VR? • Data Visualization – Scientific, Engineering, Medical data – Visualizing millions to billions of data points – See trends – Different schemes Er. Jay Nagar
  • 10. Computer Graphics Applications • Education and Training – Models of physical, financial, social systems – Comprehension of complex systems • Computer Art – Fine and commercial art – Performance Art – Aesthetic Computing – SIGGRAPH • Games/Movies Er. Jay Nagar
  • 11. Computer Graphics Applications • Image Processing – ~Inverse of Graphics – Start with a picture – Process picture information • Graphical User Interfaces (GUIs) – WIMP interface – HCI Er. Jay Nagar
  • 12. Overview of Graphics Systems • Images • Hardware – Input Systems – Output Systems • Software – OpenGL Er. Jay Nagar
  • 13. Two Dimensional Images • Images (at least the ones in this class) are two dimensional shapes. • The two axes we will label as X (horizontal), and Y (vertical). X Axis Y Axis (0,0) +X +Y Er. Jay Nagar
  • 14. Hardware Pipeline Input OutputComputation We want to draw a rectangle, how do we describe it to a computer? Model (n) - object description that a computer understands. Er. Jay Nagar
  • 15. Partition the space (7,3) (7,9) (14,3) (14,9) Vertex (pl. Vertices) - a point in 2 or 3 dimensional space. 1. Define a set of points (vertices) in 2D space. 2. Given a set of vertices, draw lines between consecutive vertices. Er. Jay Nagar
  • 16. Record every position Bitmap - a rectangular array of bits mapped one-to-one with pixels. Er. Jay Nagar
  • 17. Position relative Vector display system - graphical output system that was based on strokes (as opposed to pixels). Also known as: random, calligraphic, or stroke displays. Er. Jay Nagar
  • 18. Representing Objects • Most common method is the VERTEX method. Define the object as a set of points with connectivity information. • Why is connectivity important? Connectivity - information that defines which vertices are connected to which other vertices via edges. Edge - connects two vertices Er. Jay Nagar
  • 19. Model file for rectangle • v 4 e 4 • 7 3 • 7 9 • 14 9 • 14 3 • 1 2 • 2 3 • 3 4 • 4 1 (7,3) (7,9) (14,3) (14,9) Er. Jay Nagar
  • 20. How do we do this? Er. Jay Nagar
  • 21. Input Devices • Locator Devices • Keyboard • Scanner – Images – Laser • Cameras (research) Er. Jay Nagar
  • 22. Locator Devices When queried, locator devices return a position and/or orientation. •Mouse (2D and 3D) •Trackball •Joystick (2D and 3D) Er. Jay Nagar
  • 23. Locator Devices When queried, locator devices return a position and/or orientation. • Tablet • Virtual Reality Trackers – Data Gloves – Digitizers Er. Jay Nagar
  • 24. Keyboard • Text input – List boxes, GUI – CAD/CAM – Modeling • Hard coded – Vertex locations are inserted into code Er. Jay Nagar
  • 25. Scanners • Image Scanners - Flatbed, etc. – What type of data is returned? Bitmap • Laser Scanners - Deltasphere – Emits a laser and does time of flight. Returns 3D point • Camera based - research – Examine camera image(s) and try to figure out vertices from them.
  • 26. Many others • Light Pens • Voice Systems • Touch Panels • Camera/Vision Based • Which is best? Er. Jay Nagar
  • 28. Model file for rectangle • v 4 e 4 • 7 3 • 7 9 • 14 9 • 14 3 • 1 2 • 2 3 • 3 4 • 4 1 (7,3) (7,9) (14,3) (14,9)
  • 29. Computation Stage • Now that we have a model of what we want to draw, what goes on inside the computer to generate the output? Input OutputComputation Computation Transformations Rasterization
  • 31. How do we store this? We would like to allocate memory to hold the results of the computation stage.
  • 32. Framebuffer Framebuffer - A block of memory, dedicated to graphics output, that holds the contents of what will be displayed. Pixel - one element of the framebuffer
  • 33. 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Framebuffer Questions: How big is the framebuffer?What is the largest image you can display?How many pixels are there?How much memory do we need to allocate for the framebuffer?
  • 34. Framebuffer in Memory • If we want a framebuffer of 640 pixels by 480 pixles, we should allocate: framebuffer = 640*480 bits • How many bit should we allocate? Q: What do more bits get you? A: More values to be stored at each pixel. Why would you want to store something other than a 1 or 0?
  • 35. Framebuffer bit depth • How many colors does 1 bit get you? • How many colors do 8 bits get you? – Monochrome systems use this (green/gray scale) • What bit depth would you want for your framebuffer? bit depth - number of bits allocated per pixel in a buffer
  • 36. Framebuffer bit depths • Remember, we are asking “how much memory do we allocate to store the color at each pixel?” • Common answers: – 16 and 32 bits
  • 37. Bit depths • 16 bits per pixel (high color) – 5 bits for red, 5/6 bits for green, 5 bits for blue – potential of 32 reds, 32/64 green, 32 blues – total colors: 65536 • 32 bits per pixel (true color) – 8 bits for red, green, blue, and alpha – potential for 256 reds, greens, and blues – total colors: 16777216 (more than the eye can distinguish) • Let’s look at Display Control Panel
  • 38. Data Type Refresher • bit - a 0 or 1. Can represent 2 unique values • byte - 8 bits. 256 values • word - 32 bits. 4,294,967,296 values • int - 32 bits. • float - 32 bits • double - 64 bits • unsigned byte - 8 bits
  • 39. Memory unsigned byte framebuffer[640*480*3]; framebuffer = [255 255 255 0 0 255 0 0 255 0 255 0 255 0 0 0 255 0 0 255 0 …]
  • 40. Graphic Card Memory • How much memory is on our graphic card? – 640 * 480 * 32 bits = 1,228,800 bytes – 1024 * 768 * 32 bits = 3,145,728 bytes – 1600 * 1200 * 32 bits = 7,680,000 bytes • How much memory is on your graphics card? • As a side note: Playstation 1 has 2 MB RAM. How do they do it? What is the TV resolution? 1 bit alpha, no z buffer.
  • 41. A: Egads! Not enough memory! Q: What is dithering? • Trading spatial resolution for intensity and color depth. • Sometimes call digital half-toning • Increases the number of apparent colors than are actually capable of being displayed
  • 43. Dithering • Why does it work? Spatial integration. Using the fact that our eyes usually blend areas of high frequency. • Why do you need it? If you don’t have enough bits. Eyes can detect 100 shades of a color. Banding occurs with fewer colors. • Where do you see this? Printers and newspaper! Let’s look at the Alligator.
  • 44. Black and White Dithering
  • 45. Let’s transition to OpenGL • Now that we understand the input and computation stage, let’s hold off on different output types till after opengl + 2D
  • 46. Output We have an image (framebuffer or model), now we want to show it. Read Ch. 2 in the Hearn and Baker handout. • Hardcopy • Display – Vector – Raster Scan Input OutputComputation
  • 47. Hardcopy • Printers (Resolution, color depth) – Dot Matrix - uses a head with 7 to 24 pins to strike a ribbon (single or multiple color) – Ink Jet Printers (fires small balls of colored ink) – Laser Printers (powder adheres to positive charged paper) – Pen Plotters (similar to vector displays). “infinite” resolution.
  • 48. Framebuffer -> Monitor The values in the framebuffer are converted from a digital (1s and 0s representation, the bits) to an analog signal that goes out to the monitor. A video card’s RAMDAC performs this operation, once per frame. This is done automatically (not controlled by your code), and the conversion can be done while writing to the framebuffer.
  • 49.
  • 50. Image Quality Issues • Screen resolution • Color • Blank space between the pixels • Intentional image degradation • Brightness • Contrast • Refresh rate • Sensitivity of display to viewing angle
  • 51. Pixels • Pixel - The most basic addressable image element in a screen – CRT - Color triad (RGB phosphor dots) – LCD - Single color element • Screen Resolution - measure of number of pixels on a screen (m by n) – m - Horizontal screen resolution – n - Vertical screen resolution
  • 52. Other meanings of resolution • Pitch - Size of a pixel, distance from center to center of individual pixels. • Cycles per degree - Addressable elements (pixels) divided by twice the FOV measured in degrees. • The human eye can resolve 30 cycles per degree (20/20 Snellen acuity).
  • 53. Video Formats • NTSC - 525x480, 30f/s, interlaced • PAL - 625x480, 25f/s, interlaced • VGA - 640x480, 60f/s, noninterlaced • SVGA – 800x600, 60f/s noninterlaced • RGB - 3 independent video signals and synchronization signal, vary in resolution and refresh rate • Time-multiplexed color - R,G,B one after another on a single signal, vary in resolution and refresh rate
  • 54. Raster Displays • Cathode Ray Tubes (CRTs), most “tube” monitors you see. Very common, but big and bulky. • Liquid Crystal Displays (LCDs), there are two types transmissive (laptops, those snazzy new flat panel monitors) and reflective (wrist watches).
  • 55. Cathode Ray Tubes (CRTs) Heating element on the yolk. Phosphor coated screen Electrons are boiled off the filament and drawn to the focusing system. The electrons are focused into a beam and “shot” down the cylinder. The deflection plates “aim” the electrons to a specific position on the screen.
  • 56. CRT Phosphor Screen • The screen is coated with phosphor, 3 colors for a color monitor, 1 for monochrome. • For a color monitor, three guns light up red, green, or blue phosphors. • Intensity is controlled by the amount of time at a specific phosphor location.
  • 58. scan line - one row on the screen interlace vs. non-interlace - Each frame is either drawn entirely, or as two consecutively drawn fields that alternate horizontal scan lines. vertical sync (vertical retrace) - the motion of the beam moving from the bottom of the image to the top, after it has drawn a frame. refresh rate - how many frames are drawn per second. Eye can see 24 frames per second. TV is 30 Hz, monitors are at least 60 Hz. Beam Movement
  • 59. • Refresh rate is important, but remember it is different than your program’s update rate. • Why is higher, better?
  • 60. Vector Displays • Unlike CRTs, vector displays have a single gun that is controlled to draw lines. Think of having a VERY FAST drawing pen. • Pros: Diagrams/only draw what you need • Cons: No fill objects/Slows with complexity
  • 61. CRTs (cont.) • Strong electrical fields and high voltage • Very good resolution • Heavy, not flat
  • 62. Liquid Crystal Displays (LCDs) • Also divided into pixels, but without an electron gun firing at a screen, LCDs have cells that either allow light to flow through, or block it.
  • 63. Liquid Crystal Displays • Liquid crystal displays use small flat chips which change their transparency properties when a voltage is applied. • LCD elements are arranged in an n x m array call the LCD matrix • Level of voltage controls gray levels. • LCDs elements do not emit light, use backlights behind the LCD matrix
  • 64. LCDs (cont.) • Color is obtained by placing filters in front of each LCD element • Usually black space between pixels to separate the filters. • Because of the physical nature of the LCD matrix, it is difficult to make the individual LCD pixels very small. • Image quality dependent on viewing angle.
  • 65. Advantages of LCDs • Flat • Lightweight • Low power consumption
  • 66. Projection Displays • Use bright CRT or LCD screens to generate an image which is sent through an optical system to focus on a (usually) large screen.
  • 67. Basic Projector Designs (Images from Phillips Research) Reflective Projection System Transmittive Projection System
  • 68. Transmitive Projectors CRT Based • One color CRT tube (red, blue, green phosphors) displays an image with one projection lens. • One black-and-white CRT with a rapidly rotating color filter wheel (red, green, blue filters) is placed between the CRT tube and the projection lens. • Three CRT tubes (red, green, blue) with three lenses project the images. The lenses are aligned so that a single color image appears on the screen. CRT-based projectors are usually heavy and large compared to other technologies
  • 69. Transmitive Projectors • LCD Based – Use a bright light to illuminate an LCD panel, and a lens projects the image formed by the LCD onto a screen. • Small, lightweight compared to CRT based displays
  • 70. Reflective Projectors • In reflective projectors, the image is formed on a small, reflective chip. • When light shines on the chip, the image is reflected off it and through a projection lens to the screen. • Recent innovations in reflective technology have been in the the following areas: – Microelectromechanical systems (MEMS) • Digital micromirror device (DMD, DLP) • Grating light valve (GLV) – Liquid crystal on silicon (LCOS)
  • 71. Advantages/Disadvantages of Projection Display • Very large screens can provide large FoV and can be seen by several people simultaneously. • Image quality can be fuzzy and somewhat dimmer than conventional displays. • Sensitivity to ambient light. • Delicate optical alignment.
  • 72. Displays in Virtual Reality • Head-Mounted Displays (HMDs) – The display and a position tracker are attached to the user’s head • Head-Tracked Displays (HTDs) – Display is stationary, tracker tracks the user’s head relative to the display. – Example: CAVE, Workbench, Stereo monitor
  • 74. Graphics Software • How to talk to the hardware? • Special purpose software – Excel – AutoCAD – Medical Visualization • Programming API • Advantages? • Please Read Section 2.9 Er. Jay Nagar

Editor's Notes

  1. From davemc’s: Pixels are samples of color in an image. They are NOT square, they are a dot. We have pixels in monitors and in printers
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