Chapter 2
Chapter 2
Chapter 2
Graphics Systems
Andreas Savva
Development of Hardware
Hardware evolution had a greater influence in the
development of Computer Graphics than software.
In the early years interactive graphics was beyond the
recourses of most organizations because of:
the high cost of computer graphics hardware a car cost a few
thousand pounds whereas a computer cost several million
pounds,
the need for expensive computing recourses to support massive
design databases, interactive picture manipulation,
the difficulty of writing large, interactive programs at a time
when both graphics and interaction where new to predominantly
batch-oriented FORTRAN programmers,
non-portable software written for a particular display device
without software-engineering principles and structured systems.
Moving to new display devices necessitates expensive and timeconsuming rewriting of working programs.
Focusing
System
Y deflect
Base
Phosphor
x deflect
Connector
Pins
Electron
Gun
Control
grid
voltage
Phosphor Persistence
Definition: The time from the initial light output to
the moment when has decayed to its 10%.
There are different kind of phosphors for use in a
CRT. Besides color, a major difference is their
persistence how long they continue to emit light
after the CRT beam is removed.
A phosphor with low-persistence is useful in
animation.
A high-persistence phosphor is useful for displaying
highly complex, static pictures.
Graphics monitors are usually constructed with a
persistence in the range from 10 to 60 microseconds.
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Brightness (Intensity
(Intensity)) distribution
of a phosphor spot on the screen
The intensity is greater at the center of the spot, and it
decreases with Gaussian distribution out to the edges of the
spot.
Zooming Effects
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Resolution
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800
x
spot at (x,y)
y
Frame buffer
Display surface
at (800,600)
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Refresh Rate
Definition: The number of times per second the image is
redrawn.
The entire contents of the frame buffer are displayed on
the CRT at a rate high enough to avoid flicker. This rate
is called the refresh rate.
rate
For a human to see a steady image on most CRT displays,
the same path must be retraced, or refreshed, by the beam
at least 60 times per second.
Current raster-scan displays perform refreshing at the rate
of 60 to 80 frames per second, although some systems
now have refresh rates of up to 120 frames per second.
Refresh rates are described in units of cycles per second,
or Hertz (Hz), where a cycle corresponds to one frame
(i.e. a refresh rate of 60 frames per second = 60 Hz).
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Scanning Approaches
0
800
600
y
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Vertical
retrace
000000000000000000000
000000000111000000000
000000111111111000000
000111111111111111000
000111110000011111000
000111111111111111000
000111111000111111000
000111111000111111000
000111111000111111000
000111111000111111000
000111111111111111000
000000000000000000000
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MoveTo (300,800)
LineTo (700,800)
LineTo (500,300)
LineTo (300,800)
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Raster scan
Random scan
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The BitBit-map
1-bit-deep frame-buffer
Frame buffer
Pixels
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01
10
11
Color image
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Color Images
Produce realistic images.
Cost of high-quality color displays has decreased.
Cost of scanners that digitize color photos has decreased.
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x
pixel value
y
Color depth = 6 bits
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(= 64) colors
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Common Colors
Color depth of three
One bit for each component
Color Value
(triple)
0,0,0
0,0,1
0,1,0
0,1,1
1,0,0
1,0,1
1,1,0
1,1,1
Value
Black
Blue
Green
Cyan
Red
Magenta
Yellow
White
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Flat CRT
Initially projecting the electron beam parallel to
the screen and then reflecting it through 90.
It has all the performance advantages of the
conventional CRT.
Available only in small sizes.
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CRT vs LCD
Physical Size, Weight An LCD has one third the size of a CRT, and it
is much lighter.
Display Size LCDs are sized by their actual viewable diagonal
measurement, but CRTs are not. E.g. the viewable area on a 17" LCD
monitor will measure 17" diagonally, but the viewable area on a CRT
monitor will only measure 16" diagonally.
Colours Most CRT monitors are capable of displaying unlimited
colours. Some LCD monitors are only capable of hundreds or thousands
of colours, but many of the newer LCD's are capable of unlimited
colours.
Resolution CRT monitors are usually capable of displaying multiple
video resolutions, each with the same quality. LCD monitors, however,
usually have what is called a Native resolution, or the resolution that it
displays best. The native resolution is generally the highest resolution
that the LCD can display.
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CRT vs LCD
Viewing Angle A CRT screen can be looked at from a very wide angle,
practically from the side, but an LCD monitor typically has a smaller
viewing angle. From the side, the image on an LCD screen can seem to
disappear, or invert colours. Newer displays that are coming out have
wider viewing angles.
Brightness is not a concern with CRT monitors. LCD monitors have
different levels of brightness. The brightness rating for an LCD monitor
is commonly referred to as 'nits', and commonly range from 70 to 300
nits. The higher the nits, the brighter the display.
Power Consumption and Radiation Emission LCD monitors consume
much less energy than CRT monitors. Secondly, CRT monitors are
known to emit harmful radiation, whereas LCD monitors do not.
Price CRT monitors are more affordable than LCD monitors. However
the LCDs cost have come down quite a lot in the last 1-2 years. An
LCD monitor will cost more but will conserve energy in the long run.
The energy savings may not be much for an individual user, but with a
corporation the energy savings might be more of an issue.
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Three-Dimensional
ThreeViewing Devices
Projected
3D Image
Timing and
Control
System
Vibrating
Flexible
Mirror
CRT
Viewer
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A Graphical System
Animation
Animation is the process of creating images that appear to
move.
The illusion of movement is created by displaying a
sequence of still images faster than a certain rate, which is
around 24 images per second. This happens because
when a single image is flashed at the eye, it is retained by
the brain longer than it is actually registered on the retina.
Thus, if the second image is flashed within a certain
minimum time, the brain still retains the last image, and
the two images are combined. When a series of images is
flashed in rapid succession, the brain blends the images
together and, if these images are slightly changed from
one to the next, it results in the effect of continuous
motion.
The process of animation is very complex. In order to
produce an animated film, 24 frames per second are
required. This is equivalent to 1,440 frames in one
minute. A typical two hour animation film would then
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need 172,800 individual frames.
Hand Animation
Before computers were put to work as animation machines, each
of these frames had to be drawn by hand, painted and
photographed. Since animation is such a laborious task, it can be
appreciated how computers have opened the door to a world of
animation possibilities.
In hand animation, characters are drawn on transparent "cells"
that are laid on top of each painted background. It requires a
different cell for each frame. The backgrounds, on the other
hand, remain constant over many frames and need be drawn
only once. This separation of character and background is
fundamental to the economic production of animated cartoons.
The characters are redrawn for every frame. If the background
had to be redrawn as well, the cost would be astronomical.
For this reason camera motion is limited to following the
characters in the plane of the background or, occasionally,
zooming into the background. A skilful zoom, combined with
the correct reduction of scale for the character, can create the
impression that the character is being followed into the
background. A little more flexibility can be obtained by having
several background layers laid on parallel glass plates. Thus, a
layer of trees can move relative to a layer of sky and mountains42
to give the effect of motion as the camera pans.
Computer Animation
All the techniques of hand animation can, of course, be
simulated in a computer-assisted animation system. Many
"paint" systems do exactly that. But if this is done, the
system also inherits many of the limitations of the
traditional method.
More advanced systems use three-dimensional "models"
within the computer and in this case backgrounds are not
needed. The whole scene, including background objects
such as trees and hills, is viewed by a "virtual camera"
that can be moved anywhere and even rotated as it moves.
Once the models have been created, every aspect of every
scene can be redrawn, automatically, for every frame.
This is still expensive, but the cost is one of machine time
rather than human labor. As computers get faster and
cheaper, the benefits of this approach will remain but the
cost will disappear. The costs, therefore, are transferred
from the creation of the image to the creation of the
model and it is important that improved tools continue to
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be provided to support this part of the process.
Europe
625 lines
25 frames/second
2
3
4
5
6
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Light
Light
Radio
Heat
Wavelength (nm)
Gamma rays
X-rays
Ultraviolet
Blue
350
Green
Infrared
Microwaves
Radio waves
Red
780
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The Human
Visual System
Our Eyes
Fovea is the high-resolution area in the retina. Cones are
mostly at the fovea. Rods are all over the retina.
The optic nerve is the signal processor that sends the
image to the visual cortex (brain), where high-level
functions, such as object recognition, are carried out.
The resolution of our visual system is the size of objects
we can see. More technically, it is a measure of how close
we can place two points and still recognize that there are
two distinct points.
Our eyes do not react the uniformly at different
wavelength. It does not have the same response to a
monochromatic (single-frequency) red light as to a
monochromatic green light. If these two lights were to
emit energy with the same intensity, they would appear to
us to have different brightness we are most sensitive to
green light, and least to red and blue.
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Objects
An object is a self-contained thing that has a
structure (properties) and behavior (methods
and/or functions).
Object primitives
Points, lines, polygons, free-form surfaces, etc. that
define the shape of the components of the object.
Object attributes
Line style, color or surface texture.
Virtual Environments
A set of independent objects following laws and
behaviors define a world or a virtual
environment (VE).
Virtual environments have:
content the objects that make up the environment
geometry dimension, metric and the extent or
boundaries of the environment
dynamics consist of the rules of interaction between
the objects
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Content of VE
At any moment of time any object has a
description and a state.
Description: information about the objects
geometry, substance and potential behavior.
State: state of the object in relation to the rest
of the environment.
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Actors and
Virtual Reality
An actor is a special set of objects that can
initiate an interaction with another object or actor
through information exchange.
A participant (human operator) has a visual
representation within the environment and
controls the behavior of one of the actors.
Virtual Reality
The participant lives in the virtual environment, sees
with the eyes of the actor and feels as being the
actor itself. The participants movements are captured
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by a tracking system.
The Viewer
Image Object
The viewer forms the image (in 2D) of the object.
In the human visual system, the image is formed on the back of the
eye, on the retina.
In a camera, the image is formed on the film plane.
B-view
C-view
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Image Formation
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Light Sources
Displaying Images
Wire-frame image
Shaded image
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Realism
It is extremely difficult to create reality on a
computer display.
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Explanations
In electrodynamics, polarization is a property of waves,
such as light and other electromagnetic radiation. Unlike
more familiar wave phenomena such as waves on water
or sound waves, electromagnetic waves are threedimensional, and it is their vector nature that gives rise to
the phenomenon of polarization.
Indium Tin Oxide (ITO) is a mixture of indium(III)
oxide (In2O3) and tin(IV) oxide (SnO2), typically 90%
In2O3, 10% SnO2 by weight. ITO is mainly used to make
transparent conductive coatings for electronic displays,
and heat-reflecting coatings for architectural, automotive,
and light bulb glasses.
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Input Devices
Each device is more suitable for certain tasks than for others
Keyboard
Entering non-graphical data (i.e. text)
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Mouse
Used to select a location to the screen.
The motion of the roller at the bottom of the mouse is
special pad.
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Trackball
Similar in use to the mouse.
Popular with portable computers because they
Data Tablet
It has rows and columns of wires embedded
Touch-Sensitive Screens
Have many of the same properties as Data
Tablet.
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Light pen
If it is positioned on the face of the CRT at a
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Joystick
The motion of the screen in two orthogonal
Spaceball
3D input device
Stick does not move but it has pressure sensors
(rotations).
3 independent twists (translations).
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Z-mouse
3D input device
It has three buttons, a thumbwheel on the
Data Glove
Used to grasp a virtual object.
Sensors detect hand and finger motions.
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Digitizers
2D or 3D input devices.
Interactive selection of coordinate positions on
an object.
Wireframe models rectangular grid
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