Graphics Chapter Two

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Chapter Two

Graphics Hardware
Graphics Hardware . . .

 Computers today are more powerful, smaller and


quieter than those in the past.
 Creating and editing computer graphics requires
specialized software and high-performance hardware.
 The hardware devices used for the computer graphics
are
A. Input device: are keyboard, Mouse, Trace ball, space
ball, Joystick, Scanner, touch panel, light pens etc.
Graphics Hardware . . .

B. Output: Computer Graphics can use many different


output devices, such as monitors, printer, plotter, etc.
but the most common display device is the Cathode
Ray Tube (CRT) monitor.
Input device
Input device . . .

Joystick
Input device . . .
Light pen
Input device . . .

Touch Screen
Output device . . .
 Computer Graphics can use many different output
devices, such as monitors, printer, plotter, etc. but the
most common display device is the Cathode Ray
Tube (CRT) monitor.
 What is CRT?: is vacuum tube containing
electron gun(a source of electron) and
florescent screen with internal or external
means to accelerate deflect the electron beam
used to create image in the form of light.
Output device . . .
How CRT works?
The electron gun emits a beam of electrons (cathode rays).

The electron beam passes through focusing and deflection systems that
direct it towards specified positions on the phosphor-coated screen.

When the beam hits the screen, the phosphor emits a small spot of
light at each position contacted by the electron beam.

It redraws the picture by directing the electron beam back over the
same screen points quickly.
Output device . . .
Output device . . .
There are two ways (Random scan and Raster scan) by which we can display an
object on the screen.
 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 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 as shown in the
following illustration.
 Each screen point is referred to as a pixel (picture element). At the end of each
scan line, the electron beam returns to the left side of the screen to begin
displaying the next scan line.
Output device . . .
Output device . . .
Random Scan (Vector Scan)
In this technique, the electron beam is directed only to the part of the
screen where the picture is to be drawn rather than scanning from left to
right and top to bottom as in raster scan. It is also called vector display,
stroke-writing display, or calligraphic display.
Picture definition is stored as a set of line-drawing commands in an area
of memory referred to as the refresh display file. To display a specified
picture, the system cycles through the set of commands in the display
file, drawing each component line in turn. After all the line-drawing
commands are processed, the system cycles back to the first line
command in the list.
Random-scan displays are designed to draw all the component lines of
a picture 30 to 60 times each second.
The difference between Raster Scan and
Random Scan Display
Raster Scan Display
It has poor or less Resolution because picture definition is stored as an
intensity value.
Electron Beam is directed from top to bottom and one row at a time on
screen, but electron beam is directed to whole screen.
It is less expensive than Random Scan System.
Refresh rate is 60 to 80 frames per second.
It Stores picture definition in Refresh Buffer also called Frame Buffer.
Zigzag line is produced because plotted value are discrete
It contains shadow, advance shading and hidden surface 
It uses Pixels along scan lines for drawing an image.
Raster Scan Display
Random Scan display

 It has High Resolution because it stores picture definition as a set of line commands.


 Electron Beam is directed to only that part of screen where picture is required to be
drawn, one line at a time so also called Vector Display.
 It is Costlier than Raster Scan System.
 Refresh Rate depends on the number of lines to be displayed i.e. 30 to 60 times per
second
 It Stores picture definition as a set of line commands called Refresh Display File.
 Smooth line is produced because directly the line path is followed by electron beam.
 It does not contain shadow and hidden surface technique so it cannot give realistic
display of scenes.
 It is designed for line drawing applications and uses various mathematical function
to draw.
Random Scan display
Other Display devices

 Color CRT Monitor


 Liquid crystal display(LCD)
 Light Emitting Diode(LED)
 Direct View Storage Tubes(DVST)
 Plasma Display
 3D Display
2.2 Introduction to 3D graphics pipelines

 Graphics processes generally execute sequentially.


Pipelining the process means dividing it into stages.
Especially when rendering in real-time, different
hardware resources are assigned for each stage.
There are three stages.
– Application Stage
– Geometry Stage
– Rasterization Stage
Introduction to 3D graphics pipelines . . .
Introduction to 3D graphics pipelines . . .

Application stage
 Entirely done in software by the CPU
 Read Data
– the world geometry database,
– User’s input by mice, trackballs, trackers, or
sensing gloves
 In response to the user’s input, the application
stage change the view or scene
Introduction to 3D graphics pipelines . . .

Geometric Stage:
Introduction to 3D graphics pipelines . . .

Rasterization
 Converts the vertex information output by the geometry pipeline
into pixel information needed by the video display Aliasing:
distortion artefacts' produced when representing a high-resolution
signal at a lower resolution.
Hidden Surface Removal

 Hidden surface determination also known as Visible Surface


determination or hidden surface removal .
 It is the process used to determine which surfaces of particular object
are not visible from a particular angle or particular viewpoint.

 Methods Hidden Surface Removal


A. Object Space method
B. Image space method
Hidden Surface Removal . . .

A. Object Space method


 whole object under consideration.
compares objects and parts of objects to each other
within the scene definition to determine that which
surfaces, as a whole are not visible from a certain
viewpoint and so that can mark the surfaces as
visible which are visible
Hidden Surface Removal . . .

B. Image space method


 In Image-Space algorithm, visibility is decided point
by point at each pixel position on the projection
plane. Here we consider the projected image of the
object not the object itself like object-space method.
Visibility of invisibility is decided by pixel by pixel
or point by point traversal.
Hidden Surface Removal . . .

Note: Most visible surface/ Hidden Surface


removal algorithms use image-space methods,
although object-space methods can also be used
effectively to locate visible surfaces or to
removing hidden surfaces.
E.g. Line Displaying algorithm uses object-
space methods for displaying lines in a wire-
frame.
Hidden Surface Removal . . .
2.3 The Z buffer for hidden surface removal

 Z-buffer, which is also known as the Depth-buffer


method is one of the commonly used method for
hidden surface detection.
 It is an Image space method.
 Image space methods are based on the pixel to be
drawn on 2D.
 The Z-buffer method compares surface depths at
each pixel position on the projection plane. Normally
z-axis is represented as the depth.
The Z buffer for hidden surface removal . . .

 The method is usually applied to scenes


containing only polygon surfaces, because
depth values can be computed very quickly
and the method is easy to implement.
 But the method can be applied to non- planar
surfaces as well.
Thank you!

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