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CS 362
CG Hardware Basics
Samit Bhattacharya
Representations in graphics
• Vector (random-scan, stroke-writing or calligraphic)
Graphics
– Image is represented by continuous geometric objects: lines, curves,
etc.
– Early computer displays: basically an oscilloscope
• Raster Graphics
– Image is represented as a rectangular grid of coloured squares
Vector graphics
Display list
continuous & smooth move 10 20
lines
no filled objects line 20 40
random scan
...
refresh speed depends
on complexity of the
char O
scene
VECTOR
char R
Display Controller
Vector graphics
• Graphics objects: geometry + colour
• Complexity ~ O(number of objects)
• Geometric transformation possible without loss of information
(zoom, rotate, …)
• Good for diagrams, schemes, ...
• Examples: PowerPoint, CorelDraw, ...
Two disadvantages
– Just does wireframe
– Complex scenes: visible flicker
Raster graphics
• Raster Displays
– Raster: A rectangular array of points or dots
– Pixel: One dot or picture element of the raster
– Scan line: A row of pixels
Raster graphics
• Raster Displays
– Black and white television: an oscilloscope with a fixed scan
pattern: left to right, top to bottom
– To paint the screen, computer needs to synchronize with the
scanning pattern of raster
• special memory to buffer image with scan-out synchronous to
the raster. We call this the framebuffer (or refreshbuffer).
Raster Graphics
Frame buffer
0 0 0 0 0 0
0 7 7 7 6
Video Controller
0 7 7 7
0 0 0 RASTER
0 0
0
jaggies (stair casing) refresh speed independent of scan conversion
scene complexity
filled objects resolution
pixel
(anti)aliasing bit planes
Raster Graphics
• Generic
• Image processing techniques
• Geometric Transformation: loss of information
• Complexity ~ O(number of pixels)
• Jagged edges, anti-aliasing
• Realistic images, textures, ...
• Examples: Paint, PhotoShop, ...
Conversion
Vector graphics
Scan conversion
Raster graphics
Graphics Devices
• Output Devices
– Video Displays Display
CPU DP
– Hard Copy Devices
• Input Devices
Input Hard Copy
– Mouse
– Keyboard
– Stylus
– joystick
DP (Display Processor)
CPU DP Display
• Why DP ?
– Scan conversion
– Refreshing screen
– Interfacing with interactive input devices
– Raster operations
– Character generation
– Additional functions
Video Displays
Cathode Ray Tubes (CRTs)
– Most common display device today
– Evacuated glass bottle
– Extremely high voltage
– Heating element (filament)
– Electrons pulled towards
anode focusing cylinder
– Vertical and horizontal deflection
plates
– Beam strikes phosphor coating on
front of tube
Electron Gun
• Contains a filament that, when heated, emits a stream of
electrons
• Electrons are focused with an electromagnet into a sharp
beam and directed to a specific point of the face of the
picture tube
• The front surface of the picture tube is coated with small
phosphor dots
• When the beam hits a phosphor dot it glows with a
brightness proportional to the strength of the beam and how
often it is excited by the beam
Phosphors
• Fluorescence: Light emitted while the phosphor is being
struck by electrons
• Phosphorescence: Light emitted once the electron beam
is removed
• Persistence: The time from the removal of the excitation
to the moment when phosphorescence has decayed to 10%
of the initial light output
Input
Refresh
(Display file)
buffer
• random access
• flicker-free
• static (no selective erasing)
Raster-Scan Display
• Frame must be “refreshed” to draw new images
• As new pixels are struck by electron beam, others are
decaying
• Electron beam must hit all pixels frequently to eliminate
flicker
pixel
Frame Buffer
Pixel = Picture element (bit-map)
(c) (d)
A raster-scan system displays an object as a set of points across
each screen scan line
Interlacing
• Assume can only scan 30 times / second
1
2
3
4
5
6
7
8
Color CRTs
• Color CRTs are much more complicated
– Requires manufacturing very precise geometry
– Uses a pattern of color phosphors on the screen:
• Color CRTs have
– Three electron guns
– A metal shadow mask to differentiate the beams
Electron Gun
Screen
• Direct coding
– RGB values directly stored for each pixel
– Memory intensive
colour R G B
Frame buffer index
0 0 0 0
0 0 0 0 0 0
0 7 7 7 6 CLUT:
1 102 255 53
0 7 7 7 pixel = code
2 255 255 204
0 0 0
0 0 4 255 102 153 True color:
0 ...
pixel = R,G,B
7 102 0 51
Others
• Flat panel displays (LCD, Plasma)
• Digital Micromirror Devices (projectors) or Digital Light
Processing
• Organic Light-Emitting Diode (OLED) Arrays
• Display wall/situated displays
• 3D displays
• Stereoscopic displays
• Hard Copy Display
– Printers (dot matrix, ink jet, laser)
– Plotter (electrostatic, thermal, pen and ink)
– 3D-printer
Input Devices
• Physical devices
– Keyboard
– Light pen
– Mouse/ joystick/ trackball
– Dials
– Touch panels
– Buttons
– Graphic tablets (2D, 3D)
– Voice recognition systems
Graphic Devices
Output Input