Graphics Systems 1
Graphics Systems 1
Overlap
Resolution (Spots of Light)
1600 *
1,920,000 4:3
1200
Refreshing : When dot of
phosphor is struck by an
electron beam it glows for
some time and then fades
away (persistence) In order
to maintain a stable image
the electron beam has to
redraw the image number
of times per second. This is
refreshing. Normally in a
CRT the screen is refreshed Refresh Rates at
60 to 80 frames per second. different Resolutions
Raster Scan Displays
Raster Scan Displays
Raster: A rectangular array of
points or dots
Pixel: One dot or picture element
of the raster
Scan Line: A row of pixels
Raster Scan Displays
In a raster scan system, the electron
beam is swept across the screen, one
row at a time from top to bottom.
Raster Scan Displays
As the electron beam moves
across each row, the beam
intensity is turned on and off
to create a pattern of
illuminated spots.
Raster Scan Displays
Refresh buffer or frame
buffer: This memory area
holds the set of intensity
values for all the screen
points.
Raster Scan Displays
Stored intensity values then retrieved from
refresh buffer and “painted” on the screen
one row (scan line) at a time.
Raster Scan Displays
Intensity range for pixel positions
depends on the capability of the
raster system.
A black-and-white system: each
screen point is either on or off, so
only one bit per pixel is needed to
control the intensity of screen
positions.
Raster Scan Displays
On a black-and-white system
with one bit per pixel, the frame
buffer is called bitmap.
For system with multiple bits per
pixel, the frame buffer is called
pixmap.
Raster Scan Displays
Sometimes, refresh rates
are described in unit of
cycles per second, or Hertz
(HZ)
Raster Scan Displays
Refreshing on raster scan
displays is carried out at
the rate 60 to 80 frame per
second.
Raster Scan Displays
Horizontal retrace: The return
to the left of the screen, after
refreshing each scan line.
Raster Scan Displays
Vertical retrace: At the end of each frame
(displayed in 1/80th to 1/60th of a second) the
electron beam returns to the top left corner of
the screen to begin the next frame.
Q. Consider two raster systems with the resolutions of 640
x 480 and 1280 x 1024.
Ans.
Since 60 frames are refreshed per second and each frame
consists of 640 x 480 pixels, the access rate of such a
system is (640 x 480) * 60 = 1.8432 x 107 pixels/second.
That means system contains 1024 scan lines and each scan line contains
1280 pixels , refresh rate = 60 frame/sec.
1/1024 * 60 = 0.058sec
Q. What is the refresh rate in the 512 x 512 raster system if
pixels are accessed at the rate of 200 nanoseconds?
Ans:
For particular access of pixels rate is 200x10-9 seconds
Total number of pixels in raster system = 512 * 512 .
Time required to access those pixels = 512 * 512 * 200 * 10-9
= 0.0524 seconds
Refresh rate per second = 1/ total time
= 1/0.0524
=19.083 frames/second
=19 frames/second
Flickering and Interlacing Scan
A flicker is the appearance of flashing or unsteadiness in an
image on a display screen.
This issue can occur when the refresh rate is too low, other
video related issues, and in some cases hardware issues with
the monitor.
In the second pass, the beam sweeps out the remaining scan lines.
The resolution of random scan is higher than raster While the resolution of raster scan is
Resolution
scan. lesser or lower than random scan.
In random scan, any alteration is easy in comparison While in raster scan, any alteration is
Modification
of raster scan. not so easy .
In random scan, mathematical function is used for While in which, for image or picture
Line Drawings image or picture rendering. It is suitable for rendering, raster scan uses pixels. It is
applications requiring polygon drawings. suitable for creating realistic scenes.
Electron Beam is directed to only that part of screen Electron Beam is directed from top to
Motion of Electron
where picture is required to be drawn, one line at a bottom and one row at a time on
Beam
time. screen. It is directed to whole screen.
A widely accepted industry standard uses 3 bytes, or 24 bytes, per pixel, with
one byte for each primary color.
The way, we allow each primary color to have 256 different intensity levels.
Thus a pixel can take on a color from 256 x 256 x 256 or 16.7 million possible
choices.
The 24-bit format is commonly referred to as the actual color representation.
Example Scenario: Grayscale Image with a 1D LUT
Let’s say we have a grayscale image (black and white) where each pixel has a
value ranging from 0 to 255, representing shades of gray from black (0) to white
(255). We want to apply a 1D LUT to modify the brightness and contrast of this
image.
Step 1: Original Grayscale Image
The pixel values in a typical 8-bit grayscale image might look like this:
Here, the pixel values range from 0 (black) to 255 (white), and each pixel
has a value representing a specific shade of gray.
Step 2: Define a 1D LUT
create a simple 1D LUT that modifies the pixel values to increase the brightness.
This LUT will map the original values to new values that are brighter.
For example, we define a LUT where each input value (0-255) is increased by a
constant amount, say 50. But if the new value exceeds 255, we clamp it to 255
(since pixel values can’t go above 255).
The new image now appears brighter because each pixel’s value has been
increased according to the LUT.
In computer graphics, a Color Lookup Table (CLUT) is a mechanism for
mapping or converting one set of colors to another.
It's essentially a table that stores a mapping of input values (like pixel values) to
output colors.
When an image or scene uses a CLUT, each pixel value in the image can be
quickly mapped to a corresponding color in the table.
Purpose of a CLUT:
Color Mapping: A CLUT allows you to map an input color index (or value) to a
different output color. This is particularly useful for operations like color
correction, color grading, or effects in real-time rendering.
Efficient Use of Memory: Instead of storing full color values for every pixel, a
CLUT can reduce the memory usage by storing smaller indices and only
mapping them to colors when needed.
Image Processing: In some cases, a CLUT can be used to adjust colors for visual
effects or enhancements, such as applying a vintage filter or changing the tone of
an image.
In computer graphics, color depth (or bit depth) refers to the number of bits used to
represent the color of a single pixel. It determines how many distinct colors can be
displayed or stored in an image, and is a crucial factor in determining the image's quality
and file size.