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The document outlines the foundational elements of computer graphics systems, including processors, memory, and display technologies. It discusses various output technologies such as calligraphic and raster displays, detailing their advantages and disadvantages, as well as concepts like resolution, aspect ratio, and color specification. Additionally, it covers different display technologies, including CRTs and LCDs, and compares raster and vector displays in terms of their capabilities and limitations.

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0% found this document useful (0 votes)
11 views70 pages

3 HardwareForGraphics

The document outlines the foundational elements of computer graphics systems, including processors, memory, and display technologies. It discusses various output technologies such as calligraphic and raster displays, detailing their advantages and disadvantages, as well as concepts like resolution, aspect ratio, and color specification. Additionally, it covers different display technologies, including CRTs and LCDs, and compares raster and vector displays in terms of their capabilities and limitations.

Uploaded by

debiyandraniska
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 70

UPI YPTK - Padang

Graphics Device System

Eko Syamsuddin Hasrito, PhD

204481 Foundation of Computer Graphics February 2, 2025 1


Graphical System

5 major elements for a computer graphic


system
 Processor

 Memory

 Frame buffer

 Input devices

 Output Devices

204481 Foundation of Computer Graphics February 2, 2025 2


Output Technology (1/3)

 Calligraphic Displays
 also called vector, stroke or line drawing
graphics
 lines drawn directly on phosphor

display processor directs electron beam according
to list of lines defined in a "display list“

phosphors glow for only a few micro-seconds so
lines must be redrawn or refreshed constantly

deflection speed limits # of lines that can be drawn
without flicker.

204481 Foundation of Computer Graphics February 2, 2025 3


Output Technology (2/3)

 Raster Display
 Display primitives (lines, shaded regions,
characters) stored as pixels in refresh buffer
(or frame buffer)
 Electron beam scans a regular pattern of horiz
ontal raster lines connected by horizontal retrac
es and vertical retrace
 Video controller coordinates the repeated scan
ning
 Pixels are individual dots on a raster line

204481 Foundation of Computer Graphics February 2, 2025 4


Output Technology (cont)

 Bitmap is the collection of pixels


 Frame buffer stores the bitmap
 Raster display store the display primitives (line, c
haracters, and solid shaded or patterned area)
 Frame buffers
 are composed of VRAM (video RAM).
 VRAM is dual-ported memory capable of
 Random access
 Simultaneous high-speed serial output: built-in serial
shift register can output entire scanline at high rate
synchronized to pixel clock.

204481 Foundation of Computer Graphics February 2, 2025 5


Pros and Cons

 Advantages to Raster Displays


 lower cost
 filled regions/shaded images
 Disadvantages to Raster Displays
 a discrete representation, continuous primitives
must be scan-converted (i.e. fill in the
appropriate scan lines)
 Aliasing or "jaggies" Arises due to sampling
error when converting from a continuous to a
discrete representation

204481 Foundation of Computer Graphics February 2, 2025 6


Basic Definitions

 Raster: A rectangular
array of points or dots.
 Pixel (Pel): One dot or
picture element of the
raster
 Scan line: A row of Video raster devices display
an image by sequentially
pixels drawing out the pixels of
the scan lines that form the
raster.

204481 Foundation of Computer Graphics February 2, 2025 7


Resolution

 Maximum number of points that can be


displayed without overlap on a CRT monitor
 Dependent on
 Type of phosphor m

 Intensity to be displayed m

 Focusing and deflection systems m

 REL SGI O2 monitors: 1280 x 1024

204481 Foundation of Computer Graphics February 2, 2025 8


Example
 Television
 NTSC 640x480x8b 1/4 MB
 GA-HDTV 1920x1080x8b ~2 MB
 Workstations
 Bitmapped display 960x1152x1b ~1 Mb
 Color workstation 1280x1024x24b 5 MB
 Laserprinters
 300 dpi (8.5”x300)(11”x300) 1.05 MB
 2400 dpi (8.5”x2400)(11”x2400) ~64 MB
 Film (line pairs/mm)
 35mm (diagonal) slide (ASA25~125 lp/mm) = 3000
3000 x 2000 x 3 x 12b ~27 MB

204481 Foundation of Computer Graphics February 2, 2025 9


Aspect Ratio

Frame aspect ratio (FAR) = horizontal/vertical size


TV 4:3
HDTV 16:9
Page 8.5:11 ~ 3/4
35mm 3:2
Panavision 2.35:1 (2:1 anamorphic)
Vistavision 2.35:1 (1.5 anamorphic)

Pixel aspect ratio (PAR) = FAR vres/hres


Nuisance in graphics if not 1

204481 Foundation of Computer Graphics February 2, 2025 10


Physical Size

 Physical size: Length of the screen


diagonal (typically 12 to 27 inches)
 REL SGI O2 monitors: 19 inches

204481 Foundation of Computer Graphics February 2, 2025 11


Refresh Rates and Bandwidth

 Frames per second (FPS)


 Film (double framed) 24 FPS
 TV (interlaced) 30 FPS x 1/4 = 8 MB/s
 Workstation (non-interlaced) 75 FPS x 5 =
375 MB/s

204481 Foundation of Computer Graphics February 2, 2025 12


Interlaced Scanning
 Scan frame 30 times per second
 To reduce flicker, divide frame into two fields—one
consisting of the even scan lines and the other of the odd
scan lines.
 Even and odd fields are scanned out alternately to
produce an interlaced image.

1/30 SEC 1/30 SEC

1/60 SEC 1/60 SEC 1/60 SEC 1/60 SEC

FIELD 1 FIELD 2 FIELD 1 FIELD 2

FRAME FRAME

204481 Foundation of Computer Graphics February 2, 2025 13


Frame Buffer
 A frame buffer is
characterized by is size, x, y,
and pixel depth.
 the resolution of a frame
buffer is the number of pixels
in the display. e.g. 1024x1024
pixels.
 Bit Planes or Bit Depth is the Bilevel or monochrome displays have 1
number of bits corresponding bit/pixel (128Kbytes of RAM)
8bits/pixel -> 256 simultaneous colors
to each pixel. This determines 24bits/pixel -> 16 million simultaneous
the color resolution of the colors
buffer.

204481 Foundation of Computer Graphics February 2, 2025 14


Specifying Color
8
 direct color :
 each pixel directly
8
specifies a color
value

e.g., 24bit : 8bits(R) 8 Red
+ 8bits(G) + 8
bits(B) Green
 palette-based color : Blue

indirect specification
 use palette (CLUT)

e.g., 8 bits pixel can 24 bits plane, 8 bits per color gun.
represent 256 colors 224 = 16,777,216

204481 Foundation of Computer Graphics February 2, 2025 15


Lookup Tables
 Video controller often uses a lookup table to allow indirection of displ
ay values in frame buffer.

 Allows flexible use of colors without lots of frame-buffer memory.


 Allows change of display without remapping underlying data double
buffering.
 Permits simple animation.
 Common sizes: 8 x 12; 8 x 24; 12 x 24.

204481 Foundation of Computer Graphics February 2, 2025 16


Color Look-Up Table

CLUT
Frame Buffer 0

127 127 2083 00000000 00000100 00010011


y
to red to green to blue
x gun gun gun
255

204481 Foundation of Computer Graphics February 2, 2025 17


Pseudo Color

RED GREEN BLUE


255
254

256 colors chosen from a


palette of 16,777,216.

Each entry in the color map 3


2
LUT can be user defined.
1
0

204481 Foundation of Computer Graphics February 2, 2025 18


Cathode Ray tube

204481 Foundation of Computer Graphics February 2, 2025 19


Display Technology

 2D Displays  3D Displays
 CRT  Stereo presentation
 LCD (raster) (raster/vector)
 plasma screen (raster)
 Vibrating mirror (vector)
 Light valves (raster)
 Helical rotor (vector)
 Micromirror (raster)
 LED plate (raster)
 Projected laser (vector)
 Photoactive cube
 Direct laser (vector) (raster)
 Parabolic mirror (raster)

204481 Foundation of Computer Graphics February 2, 2025 20


Display Technologies

 Cathode Ray Tubes (CRTs)


 Most common display device today
 Evacuated glass bottle (last
of the vacuum tubes)
 Heating element (filament)
 Electrons pulled towards
anode focusing cylinder
 Vertical and horizontal deflection plates
 Beam strikes phosphor coating on front of tube

204481 Foundation of Computer Graphics February 2, 2025 21


Display Technologies: CRTs

 Vector Displays
 First computer displays: basically an
oscilloscope
 Control X,Y with vertical/horizontal plate
voltage
 Often used intensity as Z
 Show: http://graphics.lcs.mit.edu/classes/6.837/F98/Lecture1/Slide11.html
 Name two disadvantages

Just does wireframe

Display needs constant update to avoid fading

204481 Foundation of Computer Graphics February 2, 2025 22


Vector Display Architecture

204481 Foundation of Computer Graphics February 2, 2025 23


Display Technologies: CRTs

 Raster Displays
 Black and white television: an oscilloscope with a fixed
scan pattern: left to right, top to bottom
 Paint entire screen 30 times/sec

Actually, TVs paint top-to-bottom 60 times/sec, alternating
between even and odd scanlines

This is called interlacing. It’s a hack. Why do it?
 To paint the screen, computer needs to synchronize
with the scanning pattern of raster

Solution: special memory to buffer image with scan-out
synchronous to the raster. We call this the framebuffer.

204481 Foundation of Computer Graphics February 2, 2025 24


Raster displays Architecture

204481 Foundation of Computer Graphics February 2, 2025 25


Raster refresh

204481 Foundation of Computer Graphics February 2, 2025 26


Comparing Raster and Vector (1/
2)

 advantages of vector:
 very fine detail of line drawings (sometimes curves), wh
ereas raster suffers from jagged edge problem due to p
ixels (aliasing, quantization errors)
 geometry objects (lines) whereas raster only handles pi
xels
 eg. 1000 line plot: vector disply computes 2000 endpoi
nts
 raster display computes all pixels on each line

204481 Foundation of Computer Graphics February 2, 2025 27


Comparing Raster and Vector (2/
2)

 advantages of raster:
 cheaper
 colours, textures, realism
 unlimited complexity of picture: whatever you p
ut in refresh buffer, whereas vector complexity l
imited by refresh rate

204481 Foundation of Computer Graphics February 2, 2025 28


Display Technology: Color CRTs

 Color CRTs are much more complicated


 Requires manufacturing very precise geometry
 Uses a pattern of color phosphors on the screen:

Delta electron gun arrangement In-line electron gun arrangement

http://www.udayton.edu/~cps/cps460/notes/displays/

204481 Foundation of Computer Graphics February 2, 2025 29


Display Technology: Color CRTs

 Color CRTs have


 Three electron guns
 A metal shadow mask to differentiate the
beams

http://www.udayton.edu/~cps/cps460/notes/displays/

204481 Foundation of Computer Graphics February 2, 2025 30


Display Technology: Raster

 CRT (raster) pros:


 Leverages low-cost CRT technology (i.e., TVs)
 Bright! Display emits light
 Cons:
 Requires screen-size memory array
 Discreet sampling (pixels)
 Practical limit on size (call it 40 inches)
 Bulky
 Finicky (convergence, warp, etc)
 X-ray radiation…

204481 Foundation of Computer Graphics February 2, 2025 31


Display Technology: LCDs

 Liquid Crystal Displays (LCDs)


 LCDs: organic molecules, naturally in crystalline state,
that liquefy when excited by heat or E field
 Crystalline state twists polarized light 90º.

http://www.udayton.edu/~cps/cps460/notes/displays/

204481 Foundation of Computer Graphics February 2, 2025 32


LCDs

 Transmissive & reflective LCDs:


 LCDs act as light valves, not light emitters, and thus rely on an
external light source.
 Laptop screen: backlit, transmissive display
 Palm Pilot/Game Boy: reflective display

http://www.udayton.edu/~cps/cps460/notes/displays/

204481 Foundation of Computer Graphics February 2, 2025 33


Active-Matrix LCDs

 LCDs must be constantly refreshed, or they fade


back to their crystalline state
 Refresh applied in a raster-like scanning pattern
 Passive LCDs: short-burst refresh, followed by long
slow fade in which LCD is between On & Off
 Not very crisp, prone to ghosting
 Active matrix LCDs have a transistor and
capacitor at every cell
 FET transfers charge into capacitor during scan
 Capacitor easily holds charge till next refresh

204481 Foundation of Computer Graphics February 2, 2025 34


Active Matrix LCDs Pros and
Cons
 Active-matrix pros: crisper with less ghosting,low
cost, low weight,flat, small size, low power consu
mption.
 Active-matrix cons: more expensive, small size, lo
w contrast, slow response
 Today, most things seem
to be active-matrix
More on Display
http://www.udayton.edu/~cps/cps460/notes/displays/

204481 Foundation of Computer Graphics February 2, 2025 35


Plasma

 Plasma display panels


 Similar in principle to
fluorescent light tubes
 Small gas-filled capsules
are excited by electric field,
emits UV light
 UV excites phosphor
 Phosphor relaxes, emits
some other color

204481 Foundation of Computer Graphics February 2, 2025 36


Plasma Display Panel Pros and
Cons

 Plasma Display Panel Pros


 Large viewing angle
 Good for large-format displays
 Fairly bright
 Cons
 Still very expensive
 Large pixels (~1 mm versus ~0.2 mm)
 Phosphors gradually deplete
 Less bright than CRTs, using more power

204481 Foundation of Computer Graphics February 2, 2025 37


Display Technology: DMDs

 Digital Micromirror Devices (projectors)


 Microelectromechanical (MEM) devices,
fabricated with VLSI techniques

204481 Foundation of Computer Graphics February 2, 2025 38


DMDs Pros and Cons

 DMDs are truly digital pixels


 Vary grey levels by modulating pulse length
 Color: multiple chips, or color-wheel
 Great resolution
 Very bright
 Flicker problems

204481 Foundation of Computer Graphics February 2, 2025 39


FEDs

 Field Emission Devices (FEDs)


 Like a CRT, with many small
electron guns at each pixel
 Unreliable electrodes, needs vacuum
 Thin, but limited in size

204481 Foundation of Computer Graphics February 2, 2025 40


Organic LED Arrays
 Organic Light-Emitting Diode (OLED) Arrays
 The display of the future? Many think so.
 OLEDs function like regular semiconductor LEDs
 But with thin-film polymer construction:

Thin-film deposition or vacuum deposition process…not grown
like a crystal, no high-temperature doping

Thus, easier to create large-area OLEDs

204481 Foundation of Computer Graphics February 2, 2025 41


Organic LED Arrays Pros and Cons

 OLED pros:
 Transparent
 Flexible
 Light-emitting, and quite bright (daylight visible)
 Large viewing angle
 Fast (< 1 microsecond off-on-off)
 Can be made large or small
 OLED cons:
 Not quite there yet (96x64 displays…)
 Not very robust, display lifetime a key issue

204481 Foundation of Computer Graphics February 2, 2025 42


Traditional Input Device (1/4)

 Commonly used today


 Mouse-like devices
 mouse

 wheel mouse

 trackball

 Keyboards

204481 Foundation of Computer Graphics February 2, 2025 43


Traditional Input Device (2/4)

 Pen-based devices
 pressure sensitive

 absolute positioning

 tablet computers


IPAQ, WinCE machines

Microsoft eTablet
coming soon
 palm-top devices


Handspring Visor,
PalmOS™

204481 Foundation of Computer Graphics February 2, 2025 44


Traditional Input Device (3/4)

 Joysticks
 game pads

 flightsticks

 Touchscreens

 Microphones
 wireless vs. wired

 headset

204481 Foundation of Computer Graphics February 2, 2025 45


Traditional Input Device (4/4)

 Digital still and video


cameras, scanners
 MIDI devices
 input from electronic

musical instruments
 more convenient

than entering scores


with just a
mouse/keyboard

204481 Foundation of Computer Graphics February 2, 2025 46


3D Input Device (1/2)

 Electromagnetic trackers
 can be attached to any head, hands, joints,

objects
 Polhemus FASTRAK™(used in Brown’s Cave)

 Acoustic-inertial trackers
 Intersense IS-900

http://www.polhemus.com/ftrakds.htm http://www.isense.com/products/prec/is900/index.htm

204481 Foundation of Computer Graphics February 2, 2025 47


3D Input Device (2/2)

 Gloves
 attach electromagnetic tracker to the hand
 Pinch gloves
 contact between digits is a “pinch” gesture
 in CAVE, extended Fakespace PINCH™
gloves with extra contacts

http://www.fakespacelabs.com/products/pinch.html

204481 Foundation of Computer Graphics February 2, 2025 48


Video Output Devices (1/4)

 Classification
 Stereo

head-mounted displays

shutter glasses
 Degree of immersion
http://robotics.aist-nara.ac.jp/equipments/E-

conventional desktop equips/hmd.html
screen

walkup VR, semi-
immersive displays
immersive virtual reality
http://www.virtualresearch.com/index.html
204481 Foundation of Computer Graphics February 2, 2025 49
Video Output Devices (2/4)

Example of Immersive
Display
 Diffusion Tensor MRI
Brain Visualization at
Brown University

http://www.cs.brown.edu/research/graphics/research/sciviz/brain/brain.htm

204481 Foundation of Computer Graphics February 2, 2025 50


Video Output Devices (3/4)

 Desktop
 Vector display
 CRT
 LCD flatpanel
 workstation displays(Sun Lab)
 PC and Mac laptops
 Tablet computers
 Wacom’s display tablet http://www.wacom.com/productinfo/index.cfm

204481 Foundation of Computer Graphics February 2, 2025 51


Video Output Devices (4/4)

 Immersive
 Head-mounted displays (HMD)
 Stereo shutter glasses
 Virtual Retinal Display (VRD)
 CAVE™

http://www.evl.uic.edu/research/template_res_project.php3?indi=27
204481 Foundation of Computer Graphics February 2, 2025 52
Interactive Input Devices

 A graphics work station commonly has one or two


monitors and a range of input devices. These can
include:
Keyboard
May be customized to application.
Can include dials, joysticks.
Other device
Graphics tablet Mouse
Light pen Joystick
Button devices Dials and levers
3D locators Touch panels
Voice Input Scanners

204481 Foundation of Computer Graphics February 2, 2025 53


Hard Copy Devices

 Printers
 Non-Impact printers --- Ink jet; laser;
 Xerographic;
 Electrostatic;
 Dye sublimation.
 Plotters
 Flatbed, Beltbed
 Multiple pens available
 Plotter `languages’
 Built in character sets, line styles etc.

204481 Foundation of Computer Graphics February 2, 2025 54


Hardcopy Technologies

 Basically printing on paper, film etc. Some genera


l issues are:
 The resolution of a device is the closest spacing at whi
ch adjacent black and white lines can be distinguished.
 Many devices work by producing (colored) dots, and im
age quality vs. dot size or spot size is an issue.
 Resolution can be no greater than addressability (lines
per inch) and depends on spot size also on intensity dis
tribution across spot.
 Many devices can create only a few solid colors. Other
colors must be produced by dither patterns.

204481 Foundation of Computer Graphics February 2, 2025 55


Raster Scan Display Systems

 The various hardware architectures for providing


graphics functionality differ on two axes
 Processing performed by specialized graphics hardwar
e.

Simplest has only video controller.

More complex systems use a graphics display processor with
varying functionality.
 Relationship of frame buffer to CPU memory architectu
re.
 Dual ported
 Accessible only to graphics controller
 Accessible only over main bus

204481 Foundation of Computer Graphics February 2, 2025 56


Video Controller

Problems with memory access { 50 ns pixel time (480 x 640 x 60


Hz) is shorter than typical 200 ns RAM cycle time.
- Must fetch multiple pixels per access.
- Can eat up a lot of memory bandwidth.
- Can eat up a lot of main bus bandwidth if so organized.

204481 Foundation of Computer Graphics February 2, 2025 57


Simple Raster systems (1/2)

 No special graphics proce


ssing except video controll
er. Two basic frame-buffer
mappings.
 Single ported frame buffer
 Passes video information
over system bus.
 Simple and flexible.
 Problems with bus conges
tion.
204481 Foundation of Computer Graphics February 2, 2025 58
Simple Raster systems (2/2)

 Dual ported frame buff


er:
 Frame buffer in special
, dual ported Video RA
M.
 Unloads bus.
 More expensive.
 Less exible.

204481 Foundation of Computer Graphics February 2, 2025 59


Systems with video processors (
1/3)

 Makes sense to put special-purpose hardware clo


se to video (speed, expense)
 May do various scan conversion algorithms, pix m
oves, windowing, sometimes rotation of existing p
rimitives
 Commands such as Text, Move, Line, Polygon...
 3D stuff as well - hidden surface removal, shading
, texture mapping.
 Various architectures.

204481 Foundation of Computer Graphics February 2, 2025 60


Systems with video processors (
2/3)

 Graphics processor h
as its local memory a
nd manages the fram
e buffer and specializ
ed graphics program
s.

 Typical architecture f
or "plug in" graphics
cards.

204481 Foundation of Computer Graphics February 2, 2025 61


Systems with video processors (
3/3)

 Graphics processor is controlled via an instruction


queue.
 All data transferred between host memory and co
processor memory must go through both CPU
 Unimplemented algorithms may be slow, since ho
st machine has no direct access to the frame buff
er.
 May be considerable communication overhead if
coprocessor instruction registers are not memory
mapped.

204481 Foundation of Computer Graphics February 2, 2025 62


Example: Voodoo

 Voodoo chipset manufactured by 3Dfx, Inc.


 3D-only graphics chipset.
 Card manufacturers would build cards
around Voodoo chip
 Came out in 1996 ... probably first
consumer-level 3D accelerator.
 Combined hardware (Voodoo chip) and
software (Direct3D/OpenGL/Glide) solution.

204481 Foundation of Computer Graphics February 2, 2025 63


Voodoo hardware

 Features:
 Filled 45 Million pixels/s; 1 million triangles/s
 Hardware z buffer (16-bit).
 Perspective corrected Gouraud-shaded
texture-mapped triangles done in hardware.
 Alpha blending (allows transparency)
 Software provided polygons, normals and
textures, and did all the geometry
(modelling, viewing) and lighting itself.

204481 Foundation of Computer Graphics February 2, 2025 64


Example: GeForce 256

 Released in 1999.
 One chip solution; 2D and 3D support. 2D
includes MPEG-2 (DVD) decoder.
 RAM from 32MB-128MB
 GeForce GPU (graphics processing unit)
has 23 million transistors ... more than Intel
PIII.

204481 Foundation of Computer Graphics February 2, 2025 65


Hardware features (1/2)

 Still unique for PC board in that it does


transformation and lighting in hardware.
Means more CPU for game physics etc.
 4-stage pipeline:
 Transformation
 Lighting
 Triangle setup & clipping
 Rasterisation
 4 pipelines (16 units).

204481 Foundation of Computer Graphics February 2, 2025 66


Hardware features (2/2)

 Hardware support for:


 Phong shaded texture-mapped polygons
 Bump mapping
 Cube environment mapping
 480 Mpixels/s, 15 million polygon/s.
 Extremely fast.
 http://www.nvidia.com. Some very nice
white papers on T & L and cube
enviromapping.

204481 Foundation of Computer Graphics February 2, 2025 67


GeForce 3

 57 million transistor chip (Pentium 4 is ~40


million)
 Released in April 2001.
 Programmability means it's really another
computer within your computer.
 Graphics hardware is moving at 3x Moore's
Law.

204481 Foundation of Computer Graphics February 2, 2025 68


Render farms
 Closely related to Beowulf
clusters
 Idea: Use many tightly-
coupled off-the-shelf
machines to do rendering
 Problem: Dividing the work
 But sometimes easy, e.g. one
frame per machine
 Example: Titanic water effects
used cluster of about 160
Alphas running Linux/NT.

204481 Foundation of Computer Graphics February 2, 2025 69


Source :

Pradondet Nilagupta
Dept. of Computer Engineering
Kasetsart University

204481 Foundation of Computer Graphics February 2, 2025 70

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