Chap 2
Chap 2
Graphics Hardware
Raster display systems - Introduction to the 3D graphics pipeline - The Z Buffer for hidden
surface removal.
The expected output of the graphics is done with the help of Graphics hardware and
software. Graphics hardware has two classification - input devices, and output devices.
Output Devices:
The output devices can be classified as display devices and hardcopy devices.
Let us see some of the devices.
Video Display System
Video display devices are the most important output device in the graphics
systems. Three type of display devices available. These devices are working based
on the CRT (Cathode Ray Tube) design. Types are:
Direct View Storage Tube (DVST)
Calligraphic or Random Scan Display system
Refresh and Raster Scan Display system
Electron gun:
The primary components of an electron gun in a CRT are the heated metal
cathode and a control grid.
Heat is supplied to the cathode by directing a current through a coil of wire,
called the filament, inside the cylindrical cathode structure. This causes
electrons to be 'killed off" the hot cathode surface.
In the vacuum inside the CRT envelope, the free, negatively charged electrons
are then accelerated towards the phosphor coating by a high positive voltage.
Control Grid:
Intensity of the electron beam is controlled by setting the voltage level in the
control grid which one fit over the cathode.
Applying high negative voltage to the control grid will shut off the beam
from cathode by repelling concept. So by adjusting the voltage level in the
control grid can change the brightness of the display.
Accelerating Anode:
Accelerating anode is used in CRT to accelerate the electron to strike the
screen by high speed.
Focusing Anode:
Focusing anode is used in CRT to focus the electron beam in particular place
in the screen.
Focusing done by two ways in CRT: either using electric or magnetic field.
Electrostatic focusing is commonly used in Television and computer
monitors. This is a positive voltage so it‟s captured the electrons and point
tuned the electron beam to hit the particular place in the screen.
From the above figure: electron beams are hitting screen in the center point
only. But the screen size is square so electron beam must to hit the all places
in screen then only can see the picture in the screen.
Defection made in electron beam by two methods by
Electrostatic deflection
Magnetic deflection
Electrostatic deflection:
The above figure illustrates the operation of the electron beam deflection in
the random scan display. In this display system: image is drawn in the CRT screen
by line. In the first fig: its starting the image from one end point to another end
point. Finally using 3 lines, it is finished the image of triangle.
One more example for drawing the image in CRT using random scan display:
The most common type of graphics monitor employing a CRT is the raster-
scan display, based on television technology.
In a raster-scan system, the electron beam is swept across the screen, one row
at a time from top to bottom. As the electron beam moves across each row,
the beam intensity is turned on and off to create a pattern of illuminated
spots.
Picture definition is stored in a memory area called the refresh buffer or frame
buffer. This memory area holds the set of intensity values for all the screen
points. Stored intensity values are then retrieved from the refresh buffer and
"painted" on the screen one row (scan line) at a time.
Each screen point is referred to as a pixel or pel (shortened forms of picture
element).
Drawing Image:
In this system can‟t draw the line directly. It‟s possible by point by point only
so it is called point plotting. See the figure. It‟s drawing the line by point to
point by scanning the screen from top to bottom row.
Hardcopy output can get for the image in several formats using printer or
plotter. Ex:printer and plotter(hardcopy devices).
The quality of the picture obtained from the hardcopy device depends on dot
size and number of dots per inch or per lines that can be printed.
Some hardcopy devices are:
Printer
Line printer
Drum Printer
Chain Printer
Dot Matrix printer
Ink jet Printer
Laser Printer
Plotter
Pen plotter
Drum plotter
Electrostatic plotter
Input Devices:
Various devices are available for data input on graphics systems. Most
systems have a keyboard,a mouse, trackball, space ball, joystick, digitizers, dials, and
button boxes. Some other input devices used in particular applications are data
gloves, touch panels, image scanners, and voice systems.
Here we will discuss some of the important devices.
Keyboard:
Mouse:
A mouse is small hand-held box used to position the screen cursor. Wheels or
rollers on the bottom of the mouse can be used to record the amount and
direction of movement.
Another method for detecting mouse motion is with an optical sensor. For
these systems: the mouse is moved over a special mouse pad that has a grid of
horizontal and vertical lines.
The optical sensor detects movement across the lines in the grid. Since a
mouse can be picked up and put down at another position without change in
cursor movement, it is used for making relative change in the position of the
screen cursor. One, two, or three buttons are usually included on the top of
the mouse for signaling the execution of some operation.
Track ball is a ball that can be rotated with the fingers or palm of the hand, to
produce screen-cursor movement. Potentiometers, attached to the ball, it
measures the amount and direction of rotation.
Trackballs are often mounted on keyboards.
Space ball does not actually move. Strain gauges measure the amount of
pressure applied to the space ball to provide input for spatial positioning and
orientation as the ball is pushed or pulled in various directions.
Space balls are used for three-dimensional positioning and selection
operations in virtual reality systems, modeling, animation, CAD, and other
applications.
Joysticks:
Data Glove:
Data glove is used to grasp a virtual object. The glove is constructed with a
series of sensors that detect hand and finger motions.
Electromagnetic coupling between transmitting antennas and receiving
antennas is used to provide information about the position and orientation of
the hand.
Input from the glove can be used to position or manipulate objects in a
virtual scene.
Image Scanners:
Drawings, graphs, color and black-and-white photos, or text can be stored for
computer processing with an image scanner by passing an optical scanning
mechanism over the information to be stored.
The gradations of gray scale or color are then recorded and stored in an
array.
Once we have the internal representation of a picture, we can apply
transformations to rotate, scale, or crop the picture to a particular screen
area.We can also apply various image processing methods to modify the
array representation of the picture.
For scanned text input, various editing operations can be performed on the
stored documents.
Some more Input devices are digital camera, motion capture and digital video
recorder etc
For the realistic graphics display that needed to identify those parts of a scene
that are visible from a chosen viewing position.
In the set of 3D objects and viewing specification, display processor will
determine which line or surfaces of the object are visible. So that display
processor can display the only visible lines or surfaces. This process is known
as hidden surface removal.
The hidden line or surface algorithm determines the line edges, surface or
volumes that are visible or invisible to an observer located.
Simply can tell these algorithms are helping to determine which parts of the
shapes are to be rendered in 3D coordinates.
Algorithms are classified according to whether it deal with object definition
directly or with projected images. These two approaches are called object-
space methods and image space methods respectively
Image-Space Method
This method is implemented in the screen coordinate system in which objects
are viewed. Here visibility is decided point by point at each pixel position on the
view plane. Most of the hidden surface/line algorithms use image -space method.
Z-buffer Algorithm
Z-buffer or depth buffer algorithm is the simplest and commonly used image
space approach to eliminate hidden surface. It is developed by Catmull.
This algorithm compares surface depth at each pixel position in the projection
plane. Surface depth is measured by the z axis of a viewing system
. When object description is converted to projection coordinates (x, y, z). Each
pixel position in view plan is specified by x and y coordinates and z value
gives the depth information. Thus the object depth can be compared by
comparing the z-values.
Z-buffer algorithm is usually implemented in the normalized coordinates. So
that the z value range from 0 at back clipping plane to 1 at front clipping
plane. This implementation needed another buffer memory called Z-buffer
along with the frame buffer for raster display devices.
Z-buffer is used to store depth values for each pixel place in (x, y) position as
surfaces are processed. Frame buffer stores the intensity value of each pixel.
The above figure will help to understand more about the Z-buffer algorithm. Here
three polygons (s1, s2, s3) are available. If viewing from the origin point by human
eye that s1 is visible fully and s2 and s3 are visible partially.
Algorithm
Advantages
It is easy to implement
It can implemented in hardware to overcome the speed problem
Disadvantages
It requires additional buffer and hence the large memory
It is a time consuming process as it compares the each pixel for the entire
polygon