1 2 Introduction
1 2 Introduction
Introduction - 2
Graphics Systems
Input-Computation-Output
• Scanner
– Images
– Laser
• Cameras
Locator Devices
When queried, locator devices return a
position and/or orientation.
• Virtual Reality
Trackers
– Data Gloves
– Digitizers
Keyboard
• Text input
– List boxes, GUI
– CAD/CAM
– Modeling
• Hard coded
– Vertex locations are inserted into code
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
Many others
• Light Pens
• Voice Systems
• Touch Panels
• Camera/Vision Based
Computation Stage
Input Computation Output
Transformations Rasterization
Computation Stage
Computation
Model Output
Transformations Rasterization
Transformed
Model
How do we store this?
Questions:
What
How is
How
the
How
much largest
bigmany
is the
memory image
pixels
framebuffer?
do you
we arecan
needthere?
todisplay?
allocate
for the framebuffer?
Framebuffer in Memory
• If we want a framebuffer of 640 pixels by
480 pixels, 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?
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 graphics 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
Image formation in a frame buffer
21
Computation Stage
Computation
Model Output
Transformations Rasterization
Transformed
Model
Output
Input Computation Output
– Pen Plotters
(similar to vector
displays). “infinite”
resolution.
Framebuffer -> Monitor
37
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
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.
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
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