1 / 69

Graphics Device System

Graphics Device System. Graphical System. 5 major elements for a computer graphic system Processor Memory Frame buffer Input devices Output Devices. Output Technology (1/3). Calligraphic Displays also called vector, stroke or line drawing graphics lines drawn directly on phosphor

Download Presentation

Graphics Device System

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Graphics Device System

  2. Graphical System 5 major elements for a computer graphic system • Processor • Memory • Frame buffer • Input devices • Output Devices

  3. 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.

  4. 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 horizontal raster lines connected by horizontal retraces and vertical retrace • Video controller coordinates the repeated scanning • Pixels are individual dots on a raster line

  5. Output Technology (cont) • Bitmap is the collection of pixels • Frame buffer stores the bitmap • Raster display store the display primitives (line, characters, 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.

  6. 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

  7. 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 pixels Video raster devices display an image by sequentially drawing out the pixels of the scan lines that form the raster.

  8. 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

  9. 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

  10. 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

  11. Physical Size • Physical size: Length of the screen diagonal (typically 12 to 27 inches) • REL SGI O2 monitors: 19 inches

  12. 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

  13. 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 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.

  14. 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 number of bits corresponding to each pixel. This determines the color resolution of the buffer. Bilevel or monochrome displays have 1 bit/pixel (128Kbytes of RAM) 8bits/pixel ->256 simultaneous colors24bits/pixel ->16 million simultaneous colors

  15. 8 8 8 Red Blue Green Specifying Color • direct color : • each pixel directly specifies a color value • e.g., 24bit : 8bits(R) + 8bits(G) + 8 bits(B) • palette-based color : indirect specification • use palette (CLUT) • e.g., 8 bits pixel can represent 256 colors 24 bits plane, 8 bits per color gun. 224 = 16,777,216

  16. Lookup Tables • Video controller often uses a lookup table to allow indirection of display 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.

  17. CLUT Frame Buffer 0 127 2083 y 00000000 00000100 00010011 to blue gun to red gun to green gun x 255 127 Color Look-Up Table

  18. Pseudo Color

  19. Cathode Ray tube

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

  21. Display Technologies • Cathode Ray Tubes (CRTs) • Most common display device today • Evacuated glass bottle (lastof 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

  22. Display Technologies: CRTs • Vector Displays • First computer displays: basically an oscilloscope • Control X,Y with vertical/horizontal plate voltage • Often used intensity as Z

  23. Vector Display Architecture

  24. 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. • 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.

  25. Raster displays Architecture

  26. Raster refresh

  27. Comparing Raster and Vector (1/2) • advantages of vector: • very fine detail of line drawings (sometimes curves), whereas raster suffers from jagged edge problem due to pixels (aliasing, quantization errors) • geometry objects (lines) whereas raster only handles pixels • eg. 1000 line plot: vector disply computes 2000 endpoints • raster display computes all pixels on each line

  28. Comparing Raster and Vector (2/2) • advantages of raster: • cheaper • colours, textures, realism • unlimited complexity of picture: whatever you put in refresh buffer, whereas vector complexity limited by refresh rate

  29. 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/

  30. Display Technology: Color CRTs • Color CRTs have • Three electron guns • A metal shadow maskto differentiate the beams http://www.udayton.edu/~cps/cps460/notes/displays/

  31. 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…

  32. 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/

  33. 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/

  34. 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

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

  36. 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

  37. 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

  38. Display Technology: DMDs • Digital Micromirror Devices (projectors) • Microelectromechanical (MEM) devices, fabricated with VLSI techniques

  39. 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

  40. 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

  41. 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

  42. 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

  43. Traditional Input Device (1/4) • Commonly used today • Mouse-like devices • mouse • wheel mouse • trackball • Keyboards

  44. 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™

  45. Traditional Input Device (3/4) • Joysticks • game pads • flightsticks • Touchscreens • Microphones • wireless vs. wired • headset

  46. 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

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

  48. 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

  49. Video Output Devices (1/4) • Classification • Stereo • head-mounted displays • shutter glasses • Degree of immersion • conventional desktop screen • walkup VR, semi-immersive displays immersive virtual reality http://robotics.aist-nara.ac.jp/equipments/E-equips/hmd.html http://www.virtualresearch.com/index.html

  50. 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.html

More Related