This document summarizes computer graphics and display devices. It discusses that computer graphics involves displaying and manipulating images and data using a computer. A typical graphics system includes a host computer, display devices like monitors, and input devices like keyboards and mice. Common applications of computer graphics include GUIs, charts, CAD/CAM, maps, multimedia, and more. Display technologies discussed include CRT monitors, LCD panels, and other devices. Key aspects of CRT monitors like refresh rate, resolution, and bandwidth are also summarized.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
This document provides an overview of digital image processing and human vision. It discusses the key stages of digital image processing including image acquisition, enhancement, restoration, morphological processing, segmentation, representation and description, object recognition, and compression. It also covers the anatomy of the human eye, photoreceptors, color perception, image formation in the eye, brightness adaptation, and the Weber ratio relating the just noticeable difference in light intensity to background intensity. The document uses images and diagrams from the textbook "Digital Image Processing" to illustrate concepts in digital images and the human visual system.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
This document provides an introduction to computer graphics. It defines computer graphics as the creation, storage, and manipulation of pictures and drawings using digital computers. Computer graphics is used across diverse fields such as engineering, medicine, education, entertainment, and more. The document discusses basic terms related to display devices such as pixels, resolution, color depth, and frame buffers. It also describes different types of display devices including raster scan displays, random scan displays, direct view storage tubes, flat panel displays, and stereoscopic displays. Applications of computer graphics such as design, image processing, animation, simulation, and medical imaging are also summarized.
In a raster scan system, the electron beam scans across rows of the screen from top to bottom, turning intensity on and off to illuminate spots and form an image. The image definition is stored in a refresh buffer memory that holds intensity values for screen points. In a random scan system, an application and graphics package are stored in memory, and graphics commands are translated into a display file that a display processor accesses to refresh the screen. Graphics patterns are drawn by directing the electron beam along picture lines one at a time, positioning it between coordinate-defined endpoints to fill each line.
This document discusses graphics software and its functions. There are two types of graphics software: general programming packages that provide graphics functions for use in languages like C/FORTRAN, and special-purpose applications for non-programmers. General packages use Cartesian coordinates and provide functions for primitives, attributes, transformations, and input handling. Standards like GKS and PHIGS implement official specifications to promote portability.
This document provides an overview of digital image processing and human vision. It discusses the key stages of digital image processing including image acquisition, enhancement, restoration, morphological processing, segmentation, representation and description, object recognition, and compression. It also covers the anatomy of the human eye, photoreceptors, color perception, image formation in the eye, brightness adaptation, and the Weber ratio relating the just noticeable difference in light intensity to background intensity. The document uses images and diagrams from the textbook "Digital Image Processing" to illustrate concepts in digital images and the human visual system.
The document discusses the 2D viewing pipeline. It describes how a 3D world coordinate scene is constructed and then transformed through a series of steps to 2D device coordinates that can be displayed. These steps include converting to viewing coordinates using a window-to-viewport transformation, then mapping to normalized and finally device coordinates. It also covers techniques for clipping objects and lines that fall outside the viewing window including Cohen-Sutherland line clipping and Sutherland-Hodgeman polygon clipping.
Video monitors use cathode ray tubes to display output. In a cathode ray tube, an electron gun fires a beam of electrons that is focused and deflected to hit phosphor on the screen, causing it to glow. The beam rapidly redraws the image to keep the screen illuminated, in a process called refresh. Key components of the electron gun include a heated cathode that emits electrons, an accelerating anode that speeds up the electrons, and control and focusing systems that shape the beam. When electrons hit phosphor, their energy causes the phosphor to glow briefly.
Random scan displays and raster scan displaysSomya Bagai
Raster scan displays work by sweeping an electron beam across the screen in horizontal lines from top to bottom. As the beam moves, its intensity is turned on and off to illuminate pixels and form an image. The pixel values are stored in and retrieved from a refresh buffer or frame buffer. Random scan displays draw images using geometric primitives like points and lines based on mathematical equations, directing the electron beam only where needed. Raster scans have higher resolution but jagged lines, while random scans produce smooth lines but cannot display complex images. Both use a video controller and frame buffer in memory to control the display process.
This document provides an introduction to computer graphics. It defines computer graphics as the creation, storage, and manipulation of pictures and drawings using digital computers. Computer graphics is used across diverse fields such as engineering, medicine, education, entertainment, and more. The document discusses basic terms related to display devices such as pixels, resolution, color depth, and frame buffers. It also describes different types of display devices including raster scan displays, random scan displays, direct view storage tubes, flat panel displays, and stereoscopic displays. Applications of computer graphics such as design, image processing, animation, simulation, and medical imaging are also summarized.
In a raster scan system, the electron beam scans across rows of the screen from top to bottom, turning intensity on and off to illuminate spots and form an image. The image definition is stored in a refresh buffer memory that holds intensity values for screen points. In a random scan system, an application and graphics package are stored in memory, and graphics commands are translated into a display file that a display processor accesses to refresh the screen. Graphics patterns are drawn by directing the electron beam along picture lines one at a time, positioning it between coordinate-defined endpoints to fill each line.
Scan conversion is the process of representing continuous graphics objects as discrete pixels. It involves converting geometric primitives like lines and circles, defined by parameters, into a set of pixels that make up the primitive in an image. This involves mapping real-valued coordinates to integer pixel coordinates. One approach is to take the floor of the x and y values, while another is to take the floor of x+0.5 and y+0.5 to center the coordinate system at the pixel grid.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
The document discusses different types of video display devices, focusing on cathode ray tubes (CRTs). It describes how CRTs work using an electron gun, deflection plates, and phosphor-coated screen to produce images. Color CRT monitors are also covered, explaining how they produce color using either beam penetration or shadow mask methods. Other display types mentioned include direct view storage tubes, flat panel displays, and their key differences from CRTs.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
Visible surface detection in computer graphicanku2266
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
This document provides an introduction to computer graphics. It defines computer graphics as the creation, representation, manipulation and display of pictures with a computer. It discusses the key components of computer graphics including modeling, storing/representation, manipulation/transformation, rendering, interaction, and viewing/presentation. It also covers related concepts like pixels, resolution, aspect ratio, and the differences between raster and vector displays. Finally, it discusses applications of computer graphics and different character generation methods.
This document discusses 2D geometric transformations including translation, rotation, and scaling. It provides the mathematical definitions and matrix representations for each transformation. Translation moves an object along a straight path, rotation moves it along a circular path, and scaling changes its size. All transformations can be represented by 3x3 matrices using homogeneous coordinates to allow combinations of multiple transformations. The inverse of each transformation matrix is also defined.
The document describes the Breshenham's circle generation algorithm. It explains that the algorithm uses a decision parameter to iteratively select pixels along the circumference of a circle. It provides pseudocode for the algorithm, which initializes x and y values, calculates a decision parameter, and increments x while decrementing y at each step, plotting points based on the decision parameter. An example of applying the algorithm to generate a circle with radius 5 is also provided.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
A graphics monitor is a display that can show graphics in addition to text. Graphics monitors are used in applications like air traffic control, medical imaging, and CAD. A workstation is a powerful computer optimized for visualization and manipulation of complex data like 3D modeling, simulation, and image rendering. Workstations have specifications like 64MB or more of RAM, high-resolution graphics screens, large displays, and built-in network support. They are used for graphics-intensive applications like 3D design, video editing, and CAD. A server handles data requests from other computers on a network and hosts applications, while a workstation is a personal computer used for graphics applications and intensive programs by professional users.
The document discusses 2D viewing and clipping techniques in computer graphics. It describes how clipping is used to select only a portion of an image to display by defining a clipping region. It also discusses 2D viewing transformations which involve operations like translation, rotation and scaling to map coordinates from a world coordinate system to a device coordinate system. It specifically describes the Cohen-Sutherland line clipping algorithm which uses region codes to quickly determine if lines are completely inside, outside or intersect the clipping region to optimize the clipping calculation.
This PPT gives detailed information about Computer Graphics, Raster Scan System, Random Scan System, CRT Display, Color CRT Monitors, Input and Output Devices
Computer graphics refers to creating, manipulating, and displaying visual images and animations using computers. There are two main types: interactive and non-interactive. Computer graphics has many applications including graphical user interfaces, plotting graphs and charts, simulations, entertainment, CAD/CAM, medicine, history, art, and cartography. Raster and vector graphics are the two main types of computer graphics representations. Raster uses a grid of pixels while vector uses mathematical formulas to define shapes.
Scan conversion is the process of representing continuous graphics objects as discrete pixels. It involves converting geometric primitives like lines and circles, defined by parameters, into a set of pixels that make up the primitive in an image. This involves mapping real-valued coordinates to integer pixel coordinates. One approach is to take the floor of the x and y values, while another is to take the floor of x+0.5 and y+0.5 to center the coordinate system at the pixel grid.
It gives the detailed information about Three Dimensional Display Methods, Three dimensional Graphics Package, Interactive Input Methods and Graphical User Interface, Input of Graphical Data, Graphical Data: Input Functions, Interactive Picture-Construction
The document describes the components and operation of a raster scan graphics display system. A video controller accesses a frame buffer in system memory to refresh the screen. It performs operations like retrieving pixel intensities from different memory areas and using two frame buffers to allow refreshing one screen while filling the other for animation. A raster scan display processor can digitize graphics into pixel intensities for storage in the frame buffer to offload this processing from the CPU.
The document discusses different types of video display devices, focusing on cathode ray tubes (CRTs). It describes how CRTs work using an electron gun, deflection plates, and phosphor-coated screen to produce images. Color CRT monitors are also covered, explaining how they produce color using either beam penetration or shadow mask methods. Other display types mentioned include direct view storage tubes, flat panel displays, and their key differences from CRTs.
Input devices are used to input information into a computer. Common input devices include keyboards, mice, graphic tablets, data gloves, light pens, and graphic cards. Keyboards are the most widely used input device for typing text. Mice are commonly used pointing devices that work by moving a ball or optical sensor. Graphic tablets allow users to hand draw images similar to drawing with paper and pencil. Data gloves are worn like normal gloves but have sensors to allow hand gestures to interact with virtual objects. Light pens can select objects on a display screen by pointing. Graphic cards are hardware that processes graphics and enables the display of images on a monitor.
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
Anti-aliasing is a technique used to reduce aliasing, which makes curved or slanted lines appear jagged when displayed on a lower resolution output device like a monitor. Aliasing occurs because the device lacks enough resolution to smoothly represent curved lines. Anti-aliasing works by adding subtle color changes around lines, which causes jagged edges to blur together when viewed from a distance. There are several anti-aliasing techniques, including increasing the display resolution, area sampling to shade pixels based on the area covered by thickened lines, and post-filtering by generating a higher resolution virtual image and averaging it down.
This document discusses line attributes in computer graphics, including line type (solid, dashed, dotted), width, caps (butt, round, projecting square), joins (miter, round, bevel), and color. It describes how to set these attributes using functions like setLinetype(), setLinewidthscaleFactor(), and setPolylineColourIndex(). Lines can also be displayed using pen or brush options which have properties like shape, size, and patterns.
a spline is a flexible strip used to produce a smooth curve through a designated set of points.
Polynomial sections are fitted so that the curve passes through each control point, Resulting curve is said to interpolate the set of control points.
Visible surface detection in computer graphicanku2266
Visible surface detection aims to determine which parts of 3D objects are visible and which are obscured. There are two main approaches: object space methods compare objects' positions to determine visibility, while image space methods process surfaces one pixel at a time to determine visibility based on depth. Depth-buffer and A-buffer methods are common image space techniques that use depth testing to handle occlusion.
This document provides an introduction to computer graphics. It defines computer graphics as the creation, representation, manipulation and display of pictures with a computer. It discusses the key components of computer graphics including modeling, storing/representation, manipulation/transformation, rendering, interaction, and viewing/presentation. It also covers related concepts like pixels, resolution, aspect ratio, and the differences between raster and vector displays. Finally, it discusses applications of computer graphics and different character generation methods.
This document discusses 2D geometric transformations including translation, rotation, and scaling. It provides the mathematical definitions and matrix representations for each transformation. Translation moves an object along a straight path, rotation moves it along a circular path, and scaling changes its size. All transformations can be represented by 3x3 matrices using homogeneous coordinates to allow combinations of multiple transformations. The inverse of each transformation matrix is also defined.
The document describes the Breshenham's circle generation algorithm. It explains that the algorithm uses a decision parameter to iteratively select pixels along the circumference of a circle. It provides pseudocode for the algorithm, which initializes x and y values, calculates a decision parameter, and increments x while decrementing y at each step, plotting points based on the decision parameter. An example of applying the algorithm to generate a circle with radius 5 is also provided.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
A graphics monitor is a display that can show graphics in addition to text. Graphics monitors are used in applications like air traffic control, medical imaging, and CAD. A workstation is a powerful computer optimized for visualization and manipulation of complex data like 3D modeling, simulation, and image rendering. Workstations have specifications like 64MB or more of RAM, high-resolution graphics screens, large displays, and built-in network support. They are used for graphics-intensive applications like 3D design, video editing, and CAD. A server handles data requests from other computers on a network and hosts applications, while a workstation is a personal computer used for graphics applications and intensive programs by professional users.
The document discusses 2D viewing and clipping techniques in computer graphics. It describes how clipping is used to select only a portion of an image to display by defining a clipping region. It also discusses 2D viewing transformations which involve operations like translation, rotation and scaling to map coordinates from a world coordinate system to a device coordinate system. It specifically describes the Cohen-Sutherland line clipping algorithm which uses region codes to quickly determine if lines are completely inside, outside or intersect the clipping region to optimize the clipping calculation.
This PPT gives detailed information about Computer Graphics, Raster Scan System, Random Scan System, CRT Display, Color CRT Monitors, Input and Output Devices
Computer graphics refers to creating, manipulating, and displaying visual images and animations using computers. There are two main types: interactive and non-interactive. Computer graphics has many applications including graphical user interfaces, plotting graphs and charts, simulations, entertainment, CAD/CAM, medicine, history, art, and cartography. Raster and vector graphics are the two main types of computer graphics representations. Raster uses a grid of pixels while vector uses mathematical formulas to define shapes.
Introduction to computer graphics part 1Ankit Garg
This document discusses computer graphics systems and their components. It describes video display devices like CRTs and how they work. Color is generated using techniques like beam penetration and shadow masks. Raster scan and random scan displays are covered. Input devices for graphics like mice, tablets, and gloves are also summarized. The document provides details on graphics hardware like frame buffers, refresh rates, and video controllers.
The document provides an overview of computer graphics systems. It discusses different types of display devices including refresh cathode-ray tubes, raster-scan displays, random-scan displays, color CRT monitors, and flat panel displays. It also covers basics of raster graphics systems and random scan systems, including components like the video controller, display processor, and frame buffer. Input devices for graphics systems such as the keyboard, mouse, and digitizer are also mentioned.
This document discusses computer graphics systems and their components. It describes common display devices like CRT monitors and how they work. It explains color generation techniques in monitors using beam penetration or shadow mask methods. Input devices for graphics like mice, tablets, and joysticks are also covered. The document provides details on frame buffers, resolution, refresh rates and how raster scan displays redraw images.
This document provides information about different types of display devices used in computer graphics. It discusses cathode ray tubes (CRTs) which produce images using an electron beam striking a phosphorescent screen. CRTs are bulky and electromagnetic fields may pose health risks. Raster scan displays redraw images by sweeping an electron beam across the screen in lines. Color CRTs use phosphors and shadow masks to produce colors. Flat panel displays like liquid crystal displays are thinner alternatives to CRTs.
The document summarizes key differences between vector scan and raster scan displays. Vector scan displays directly draw lines between points by moving the electron beam between endpoints, while raster scan displays sweep the beam across the entire screen in lines from top to bottom. Raster scan is more common as it does not flicker even with complex images and has lower cost and hardware requirements than vector scan. Both methods store images in a frame buffer but raster scan must convert graphics to pixels while vector scan does not.
This document provides an overview of graphics display systems. It discusses the basic components and operation of cathode ray tube (CRT) displays, including the electron gun, focusing and deflection systems. It describes the refresh process of raster-scan CRTs and how random-scan CRTs work. Color CRT monitors are discussed, specifically the beam penetration and shadow mask methods. Key characteristics like resolution, persistence and aspect ratio are also summarized.
The document discusses various types of raster images and display technologies. Raster images represent pictures as a grid of pixels stored as numerical values. Grayscale images vary pixel depth to generate different colors. Color images use three values per pixel. Display technologies discussed include CRTs, LCDs, plasma displays, and other emissive and non-emissive displays. CRTs use electron guns and phosphors to generate images while LCDs use liquid crystals and polarized light.
The document describes various types of computer display devices and their characteristics. It discusses raster and random scan displays, CRT monitors, color CRT technologies including beam penetration and shadow mask methods, and other display types such as direct view storage tubes. Input devices are also covered, including keyboards, mice, digitizers, and touch screens.
The document summarizes video display devices, specifically cathode ray tubes (CRTs). It describes the basic design of CRTs including the electron gun, phosphor coating, and refresh process. CRTs use an electron beam directed by deflection systems to illuminate spots on the screen in a raster pattern, maintained by refreshing the screen rapidly. Color CRTs employ different color phosphors and methods like beam penetration or shadow masks to combine colors. Random scan displays draw images as lines rather than pixels.
Introduction to computer graphics part 2Ankit Garg
This document discusses cathode ray tubes (CRTs) and how they work as display devices for computer graphics. It explains that CRTs contain an electron gun that emits a stream of electrons which are focused into a beam and directed to specific points on the phosphor-coated front of the picture tube. When the electron beam hits a phosphor dot, it glows proportionally to the beam strength. Color CRTs use three electron guns and a shadow mask to separately excite red, green, and blue phosphor dots, allowing for color displays. The document also covers other properties of CRTs like resolution, persistence, and aspect ratio.
Computer graphics uses computers to draw and display pictures, graphics, and data in pictorial form. It expresses data visually instead of just text. Computer graphics is used in movies, games, medical imaging, design, education, simulators, art, presentations, image processing, and graphical user interfaces. Pixels are the smallest display elements on a screen, each with an intensity and color value. Interactive graphics allow user input to modify images, while passive graphics do not. Common display devices are CRT monitors which use electron beams to excite phosphors and LCD screens which use pixels to control light transmission. Algorithms like DDA and Bresenham's are used to draw lines on these displays.
Computer Graphics is an advance field in information technology and all about manipulation and rendering of images. This presentation covers all the main concepts in computer graphics including graphics algorithms.
This document provides an overview of video display devices and color graphics technologies. It discusses raster scan displays, which refresh the screen by sweeping the electron beam across rows of pixels stored in a frame buffer. Random scan displays direct the electron beam only where needed to draw lines, allowing higher resolution but not realistic images. Color CRT monitors use shadow mask or beam penetration methods, with the former allowing a wider range of colors by exciting red, green, and blue phosphor dots. Flat panel displays are thinner than CRTs and being used in more portable applications.
Computer graphics involves rendering pictures, charts, and graphs on computers rather than just text. It has many applications including movies, games, medical imaging, CAD, education, and simulations. Computer graphics uses pixels - the smallest display elements - to represent images on screens. There are two main types: interactive graphics which allow user input, and passive graphics which do not. Raster scan displays refresh images by sweeping an electron beam across the screen in lines, while random scan displays draw images line by line. Algorithms like DDA and Bresenham's are used to efficiently render lines and circles of pixels.
CG03 Random Raster Scan displays and Color CRTs.ppsxjyoti_lakhani
The document discusses different types of graphics displays. It describes raster-scan displays, which use an electron beam that sweeps across the screen from top to bottom to display an image. Picture definition is stored in a frame buffer. It also describes random-scan displays, which direct the electron beam only where lines need to be drawn. Color CRT monitors use phosphors and a shadow mask to display color. Flat panel displays like plasma panels, thin-film electroluminescent displays, and liquid crystal displays provide thinner alternatives to CRTs.
This document summarizes different types of display devices, including cathode ray tubes (CRTs), raster scan displays, random scan displays, liquid crystal displays (LCDs), and light emitting diodes (LEDs). It describes the basic components and functioning of CRTs, including electron guns, phosphor coatings, and deflection coils. It compares raster and random scan displays, noting that raster displays are better for realistic images while random scans are suited for line drawings. LCDs use polarized light passing through liquid crystals to turn pixels on and off. LED displays use semiconductors to emit light when forward biased, and have advantages over traditional light sources like lower energy use and longer lifetimes.
This document provides information on different types of display devices and monitor technologies. It discusses cathode ray tube (CRT) displays, including their structure, working principle, and technologies such as raster scan and vector scan displays. Liquid crystal displays (LCD) and plasma displays are also mentioned. Key aspects of displays such as pixels, resolution, size, viewing angle, response time, and brightness are defined. CRTs are described as having advantages like high resolution and wide viewing angles, but also disadvantages like large thickness and weight.
Similar to Computer Graphics - Introduction and CRT Devices (20)
This document provides information on key audio concepts including:
- Wavelength and frequency describe properties of sound waves. Wavelength is the distance between wave cycles, and frequency is the number of cycles per second.
- Microphones convert sound waves to electrical signals. Different types and polar patterns have varying sensitivity and directionality.
- Audio signals have different levels from mic to line to speaker. Gain and attenuation adjust levels between devices.
- Equalizers, filters, compressors and other processors manipulate audio signals. Amplifiers power passive speakers to reproduce sound.
The document discusses the passive voice in English grammar. It provides examples of active and passive sentences in different tenses, such as present simple, past simple, present continuous. It explains that the passive is used when the subject performing the action is unknown, unimportant, or obvious. To form the passive, the object becomes the subject, the verb is conjugated to match the tense, and the main verb is changed to the past participle form. Examples are given of forming passive sentences and using both an object and person as the subject. Exercises provide practice converting sentences to the passive form.
This document discusses relative clauses, which provide information about things, people, possessions, places, and times using relative pronouns. It defines five types of relative clauses - those that provide information about things using pronouns like "that" or "which"; people using pronouns like "that" or "who"; possessions using the pronoun "whose"; places using pronouns like "where", "which", or "that"; and times using the pronoun "when". The document provides examples for each type and exercises for the reader to practice identifying relative clauses.
This document discusses quantifiers used with countable and uncountable nouns in English. It explains that "much" and "a lot of" are used with uncountable nouns, while "many" and "a few" are used with countable nouns. It also discusses the differences between "little" and "a little", and "few" and "a few". Examples are provided to illustrate the proper usage of quantifiers like "some", "any", "enough" and others. The document concludes with exercises to practice selecting the correct quantifiers in different contexts.
The document provides information on the present simple and present continuous tenses in English. It explains that the present simple is used for repeated actions, permanent situations, and facts, while the present continuous is used for actions happening now or temporary situations. Examples are given for both tenses. The document concludes with exercises for learners to practice distinguishing between the present simple and present continuous.
This document provides information on the present perfect simple and present perfect continuous tenses in English. The present perfect simple is used for actions that began in the past and are still relevant now, or for lifetime experiences. The present perfect continuous emphasizes the duration of an action that began in the past and may still be ongoing, or that has temporary relevance. Examples are provided for how to form the sentences in the positive, negative, and question forms for each tense.
The document discusses the use of different prepositions in the English language. It explains that "on" is used to indicate surfaces, days/dates, devices/machines, parts of the body, and states of being. "In" is used to indicate places, times, shapes/colors/sizes, and beliefs/opinions/interests/feelings. "At" is used to point out specific times (hours), indicate places, and activities. The document provides examples for each use case and includes two exercises for the reader to practice identifying the correct preposition based on context.
This document provides information about and examples of using the past simple and past continuous tenses in English. It explains that the past simple is used for short finished actions in the past, while the past continuous is used for ongoing actions happening at a specific time in the past or as background to punctual events expressed in the past simple tense. Examples are given of sentences using each tense correctly, such as "I saw George yesterday" in the past simple and "I was having breakfast at eight o'clock" in the past continuous. The document concludes with an exercise asking the reader to identify whether sentences are in the past simple or past continuous.
This document discusses obligation and permission in English grammar. It provides the positive, negative, and question forms for expressing obligation with must, have/has to, have/has got to, and permission with can, be allowed to, should, and may. It explains how these terms are used and provides examples. The document also includes exercises for practicing obligation and permission.
This document discusses comparatives and superlatives in English. It explains that comparatives are used to compare two things, using suffixes like -er or more, while superlatives compare more than two things using suffixes like -est or most. It provides examples of common comparative and superlative structures. It also notes some irregular forms and additional phrases involving comparatives and superlatives. Exercises are included for practice forming comparatives and superlatives.
The document discusses auxiliary verbs be, have and do and how they are used to form different tenses in English. Be is used to form continuous tenses like the present continuous. Have is used to form perfect tenses like the present perfect. Do is used to form questions and negatives in simple tenses like the present simple. An exercise is included to test choosing the correct auxiliary verb in different tense constructions.
This document discusses the difference between adjectives ending in "ed" and "ing". Adjectives ending in "ing" describe the effect something has on the subject, while adjectives ending in "ed" describe the subject's feeling or emotion. For example, "bored" describes a feeling, while "boring" describes a characteristic. The document provides examples and an exercise to distinguish between the two types of adjectives.
Game theory deals with decision making situations where two opponents have conflicting objectives. A game is represented by a payoff matrix showing the payoff to one player for each combination of strategies. The optimal solution, known as a saddle point, is the strategies where neither player can increase their payoff by changing only their own strategy. Mixed strategies, where players randomize between pure strategies, may be required if a pure strategy saddle point does not exist. Graphical and linear programming methods can be used to solve games with mixed strategies.
The document discusses sensitivity analysis and graphical sensitivity analysis in operations research. It provides an example problem that maximizes revenue based on constraints on machine hours. It analyzes how the optimal solution and objective value would change based on increases or decreases to the right-hand side constraints. It determines the dual prices for each machine and uses this to determine which machine capacity should be prioritized for increase.
This document provides examples of constructing the dual problem of a linear programming primal problem and solving it using the two-phase simplex method. It first presents the rules for constructing the dual problem and then works through two examples. The first example derives the dual problem from the primal and solves it using the two-phase method. The second example shows how to find the optimal dual solution given the optimal primal solution using two methods - using the objective coefficients of the primal variables or using the inverse of the primal basic variable matrix.
This document provides examples of using the revised simplex method to solve linear programming problems. Example 1 walks through applying the method step-by-step to a multi-variable problem. It shows setting up the initial tableau, finding the entering and leaving variables, and updating the basis matrix at each iteration until an optimal solution is reached. Example 2 solves a problem with artificial variables using the two-phase method. It demonstrates writing the problem in standard and canonical form, and iteratively choosing entering/leaving variables and updating the basis matrix over two iterations to find the optimal solution.
This document summarizes the two phase simplex method for solving linear programming problems. In phase I, artificial variables are introduced to convert infeasible problems into feasible problems. The objective is to minimize the artificial variables. If the minimum is zero, the original problem is feasible and phase II begins. Phase II uses the original objective function and simplex method to find an optimal solution. An example problem is provided to illustrate the two phase method.
The Big M Method is used to solve linear programming problems with inequality constraints. It involves multiplying inequality constraints to make the right hand side positive, introducing surplus and slack variables, and adding a large penalty term M to the objective for any artificial variables. The example problem is solved using this method in multiple iterations of the simplex algorithm to find the optimal solution.
1. The document describes using a tableau form to solve linear programs with the simplex method. It shows how to set up the initial tableau and transform it through iterations.
2. Each iteration involves calculating relative profits to find the entering variable, using the minimum ratio test to find the leaving variable, and updating the tableau to reflect the pivot.
3. The process repeats until an optimal solution is found where all relative profits are nonpositive, indicating the current solution cannot be further improved.
1. The simplex method is an iterative process for solving linear programming problems (LPPs) expressed in standard form.
2. It starts with an initial basic feasible solution (BFS) and improves the solution at each iteration by finding an adjacent BFS with a better objective value, until no further improvements can be made.
3. Each iteration involves computing the relative profits of non-basic variables to determine an entering variable, then rewriting the system in canonical form with respect to the new basic variables defined by the minimum ratio test.
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Computer Graphics - Introduction and CRT Devices
1.
2. Computer graphics involves display, manipulation,
storage pictures and experimental data for pro pre
visualization using a computer.
Typical computer graphic system consists of host
computer with support of fast processor , large
memory ,frame buffer and
Display devices (Monitors)
Input devices (keyboards, mouse , joysticks)
Output devices (printers, plotters, LCD panel)
(Conceptual framework for interactive graphics)
Application
Model
Application
Program
Graphic
System
Display
Input
3. 1. GUI(Buttons, Scroll
bars).
2. Plotting in Business
(Charts, Stocks).
3. Office Automation.
4. Desktop Publishing.
5. Plotting in Science and
Technology.
6. Web.
7. Commercial Ads.
8. CAM/CAD (VLSI,
Construction)
9. Scientific Visualization.
10. Simulation.
11. Maps.
12. Multimedia.
13. Process Monitoring.
14. Digital Image
Processing.
15. Education and
Training.
16. Entertainment
(Movies, Games).
5. Computer graphics system could be active or passive.
Active: The user controls the display with the help of
GUI using input device.
Passive: The user can control nothing.
Raster Image: Read the image, edit it, manipulate it
and save it back.
6. Four basic output primitives for drawing pictures:
1. Polyline: End-Point joint by line.
2. Filled Polygon: The points are joint to create a
closed region.
3. Ellipse (Arc): Can be used to draw circles.
4. Text: Font.
8. The most commonly used display devices is the CRT
Monitors.
Types of CRT display devices:
1. DVST (Direct View Storage Tube) The Simplest.
2. Calligraphic or Random Scan display system.
3. Refresh and Raster Scan display system.
9. 1. Refresh Rate: It’s the frequency at which a picture
is redrawn on the screen.
2. Persistence: The time it takes the emitted light
from the screen to delay to 1/10 of its original
intensity.
3. Resolution: The number of the points per
centimeter that can be plotted horizontally and
vertically (1280x1024).
4. Intensity: How much light will be produced.
5. Aspect Ratio: Gives the ratio of vertical points to
horizontal points necessary to produce equal length
lines in both directions on the screen.
10. Aspect ratio of ¾ means that a vertical line plotted
with 3 points has the same length as a horizontal line
plotted with 4 points.
Lower persistence phosphors require higher refresh
rate to maintain a picture on the screen without
flicker.
Phosphor with low persistence is useful for animation.
Higher persistence phosphor is useful for displaying
higher complex static picture.
Monitors are usually constructed with a persistence in
the range from 1 to 60 microsecond.
11.
12. Heating Filament: Heat up the cathode elements of
the CRT and that is what generates the electrons then
the electrons move through 3 cylindrical element of a
CRT.
Control Grid: (Negative Charged) Control the
intensity of the electron so the amount of the voltage
at the control grid will allow a certain amount of the
electrons to pass through.
Focusing Anode: (Positive Charged) Responsible to
focus the beam on to a particular point on the screen,
and its similar to lens focusing.
13. Accelerating Anode: (Positively Charged) The electrons
should strikes the screen at very high speed. Till now
the electron beam path is going straight after it has
passed these 3 stages (intensity control, focusing
control , acceleration). So the electron strike the center
of the screen so we need horizontal and vertical
deflections of the beam.
How we implement the deflections of the point?
we need horizontal and vertical deflections of the beam.
14. a CRT with long persistence phosphor.
Provides flicker-free display.
No refreshing necessary.
15. A slow moving electron beam draws a line on the
screen.
The electron beam is the basic component of a CRT.
The DVST has a storage mesh in which the phosphor
is embedded.
Image is stored as a distribution of charges on the
inside surface of the screen.
Very limited interactive support.
16. Has very limited application.
Modifying any part of the image requires redrawing
the entire modified image.
Change in the image requires to generate a new
charge distribution.
Slow process of drawing – typically a few seconds are
necessary for a complex picture.
Erasing takes about 0.5 seconds (All lines and
characters must be erased).
17. Also called Vector, Stroke, Line drawing displays.
Very closed to old TVs.
Characters are also made of sequences of strokes (or
short lines).
Vectored – electron beam is deflected from end-point
to end-point.
Random scan - Order of deflection is dictated by the
arbitrary order of the display commands.
Phosphor has short persistence – decays in 10-100 ms.
18. The display must be refreshed at regular intervals –
minimum of 30 Hz (fps) for flicker-free display.
Refresh Buffer : memory space allocated to store the
display list or display program for the display
processor to draw the picture.
The display processor interprets the commands in the
refresh buffer for plotting.
19.
20. The vector generator needs the intensity and the
points coordinate values.
The vector generator converts the digital coordinate
values to analog voltages for the beam-deflection
circuits.
Scope of animation with segmentation – mixture of
static and dynamic parts of a picture (it has a limited
support of animation).
Random-scan display system draws a set of lines in
any order.
21. Phosphor’s Fluorescence is the light emitted as
electrons (unstable) lose their excess energy while the
phosphor is being struck by electrons.
Phosphorescence is the light given off by the return of
the relatively more stable excited electrons to their
unexcited state once the electron beam excitation is
removed.
Phosphor’s persistence is defined as the time from the
removal of excitation to the moment when
phosphorescence has decayed to 10% of the initial
light output.
Long persistence : several seconds.
Short persistence : 10-60 ms.
22. Unlike DVST and random-scan which were line-
drawing devices, refresh CRT is a point-plotting
device.
Raster displays store the display primitives (lines,
characters, shaded and patterned areas) in a refresh
buffer.
Refresh buffer (also called frame buffer).
Frame buffer: stores the drawing primitives in terms
of points and pixels components.
23.
24. Entire screen is a matrix of pixels.
Each pixel brightness can be controlled.
Each point is an addressable point in screen and
memory.
Line cannot be drawn directly from one point to
another.
This causes the effect of ‘aliasing’, ‘jaggies’ or ‘staircase’
effect.
Refresh/Frame buffer is also called Bit-plane.
25. For 512x512 raster display then 218 bits are necessary
in a single bit plane. Memory size required: 32 KB.
29*29=218 b > 218/23=215 B > 215/210=25=32 KB
Memory size required for N-bit plane gray level frame
buffers: N Size in KB
3 96=(3*32)
8 256=(8*32)
24 768=(24*32)
26. For 1024x1024 raster display then 220 bits are
necessary in a single bit plane. Memory size required:
128 KB.
210*210=220 b > 220/23=217 B > 217/210=27=128 KB
Memory size required for N-bit plane gray level frame
buffers: N Display
color
Size
1 Black &
White
128 KB
8 256 color 1 MB
24 16 million
color
3 MB
27. Consider three different raster systems with resolutions
of 640 x 480 and1280 x 1024,What size is frame buffer
(in bytes) for each of these systems to store 12 bits per
pixel?
640 x 480 x 12 bits / 8 = 450KB.
1280 x 1024 x 12 bits / 8 = 1920KB.
Find out the aspect ratio of the raster system using 8 x
10 inches screen and 100 pixel/inch.?
Aspect ratio = width/height = 8*100/10*100 = 4/5
You have 3 guns each gun have 8 bit, and you have 256
color, find the memory size required in MB?
224 Bits > 224/23=221 Byte > 211 KB > 21 MB , 21*256=256
28. Refresh rate: is the number of times the image is drawn
on the screen per second.
Refresh rate to avoid flickering : 60 Hz
Reducing refresh rate increases flicker and reduces the
frame buffer size.
Horizontal scan rate is the number of scan lines the
circuit drives a CRT display per second
Horizontal scan rate = refresh rate x number of scan
lines
29.
30. Bandwidth of the display: The rate at which the beam
can be turned OFF to ON and vice-versa.
EX: For N pixels per scan line, it is necessary to turn the
electron gun at a maximum rate of: N/2 times ON and
N/2 times OFF; This will create alternate black and
white lines on the screen.
31. EX: NTSC (American Standard Video) has 525 scan
lines with a frame rate of 30 fps.
Viewing aspect ratio is 4:3.
Each frame has two fields, each containing half the
picture.
Fields are interlaced or interwoven.
One field contains odd scan lines (1,3,5,…,525)
The other contains even scan lines (2,4,6,…,524)
Fields are presented alternately every other 1/60-th of a
sec. (1/30 * 1/2 =1/60)
32. Horizontal retrace : As the electron beam reaches the
right edge of the screen, it is made invisible and rapidly
returns to the left edge.
Horizontal retrace is faster than scan lines, it takes 17%
of a time allotted for a scan line.
EX: If a scan line takes 100 ms a horizontal retrace
takes about 17 ms beam to the top center of the screen.
In NTSC, generally 483 lines are visible. This is because,
the vertical retrace after each field requires a time
equivalent of 21 scan lines.
33. So for each field we have time to display:
262.5 (=525/2) – 21(vertical retrace) = 241.5 lines per
field.
Let the time available for each scan line be T.
Thus, we have: T * 525 * 30 = 1 sec.
Thus, T = 63.5 microsecond/scan-line.
T’ = 0.83*T = 53 ms (time to scan from left to right).
Considering 4:3 aspect ratio, the number of pixels per
scan line = 483*4/3 = 644 (483=525-21*2).
Thus, time available for the beam to access and display
a pixel = 53/644=82.3 ns (Nano-second).
34. In NTSC suppose we have 4 fields with 1600 rows and
900 columns and refresh rate = 60 HZ, find 1-the time
needed to access and display each pixel 2-horizontal
scan rate ?
Number of scanline = number of rows = 1600
Aspect ratio = 900/1600 = 9/16
T*1600*60 = 1000000 microsecond T= 10.4
T’ = 0.83*10.4 = 8.63
1600-(21*4) = 1516.
The number of pixels per scan line = 1516*9/16 = 853.
Time needed to access and display a pixel = 8.63/853 =
10.11 ns
Horizontal scan rate = 60 x 1600 = 96000
35. Choice of the number of gray scales and colors depend on
the value of N (bit plane size)
For colored displays (raster-scan), three separate color
guns must be used. Each pixel has 3 dots. Each gun is
associated with a one bit-plane then we have 8 colors.
(EGA/Enhanced Graphic Adapter)
N Number of colors
1 2 colors (B&W)
3 8 gray scales or colors
8 256 gray scales or colors
24 16 million colors
36. Typically 8-bit planes per color is used, which gives
a 24-bit plane frame buffer.
Each group generates 256(28) shades of intensities
of red, green or blue.
Hence we obtain 224 = 16,777,216 possible colors.
This is called a Full Color Frame Buffer.
True Color 232 so its clear more than Full Color.
37.
38. Operation of a delta-delta, shadow-mask CRT.
Three electron guns, aligned with the triangular
color-dot patterns on the screen, are directed to each
dot triangle by a shadow mask.