Computer Graphics: Lecture - 02
Computer Graphics: Lecture - 02
Lecture -02
Frame Buffer
The image being displayed is stored in
a dedicated system memory area that is
often referred to as Frame Buffer or
Refresh Buffer.
The frequency at which content of
frame buffer is sent to display monitor
is called Refreshing rate ( 60 Hz)
Resolution of Image
Resolution is number of pixels per unit
length ( eg. Inch) in the horizontal and
vertical direction.
Ex: A 3x2 inch image at a resolution of
300 pixels per inch will have a total of
540,000 pixels.
Image Size
Image Size is given as total number of
pixels in horizontal times the total
number in vertical direction
Eg. In the above case it is 900 x 600 is
the Image Size.
Aspect Ratio
The ratio of images’s width to its height
, measured in unit length or number of
pixels is called aspect ratio
Eg. 2x2 inch image and 512x512 image
will have aspect ratio of 1
Or 6 x 41/2 inch image and 1024x768
have an aspect ratio of 4/3
Colors – Direct coding
3 bits for each pixel with one bit for
each primary color.
A widely used standard is 24 bits or 3
bytes with one byte for each primary
color to have 256 different intensity
levels corresponding to binary values
from 00000000 to 11111111
Thus a pixel can take a color from
256x256x256 or 16.7 million possible
choices
Problems-Try this
In a raster display, if we use, RGB
values with 2 bits per primary color,
how many possible colors do we have
for each pixel????
Ans : 64 ….how ?
Try this
If a system(256x256 pixel display) has
5 bit planes in its frame buffer and the
LUT is 8 bits wide:
Find the memory requirements for
i) Frame buffer
ii) LUT
Thumb Rule
If a raster display system has color depth of b
bits (so that there are b bitplanes in its frame
buffer) and that each LUT entry is w bits
wide, then the system can display 2w colors
any 2b at one time
LUT memory = 2b words of w bits each
Frame buffer memory = resolution of display
* bpp of frame buffer
Sol
LUT memory = 25 x 8 = 32x8= 256
bits = 32 bytes
Frame buffer memory = resolution of
display * bpp of frame buffer =
256x256x 5 = 40,960 bytes
Try this
There are 2 systems for a display of
1024x1280
i. 24 bpp frame buffer and no LUT
ii 8 bpp frame buffer with 24bits wide
LUT
Which is better ??? And why ???
Sol:
i. 4.853 MB for frame buffer
ii 1 MB for frame buffer with LUT =
768 BYTES of memory
ii is better than i as it is less expensive
Try this
If we use 2 byte pixel values in a 24-bit
LUT , how many bytes the LUT occupy
?
Sol
216 x 24 / 8 = 196,608
Try this
If we want to cut a 512x512 sub-image
out from the center of an 800x600
image, what are the co-ordinates of the
pixel in the large image that is at the
lower left corner of the small image ?
Sol
[(800-512)/2, (600-512)/2] = (144,44)
Display Technologies
Cathode Ray Tubes (CRTs)
Most common display device today
Evacuated glass bottle
Extremely high voltage
Heating element (filament)
Electrons pulled towards
anode focusing cylinder
Vertical and horizontal deflection plates
Beam strikes phosphor coating on front of
tube
Electron Gun
Contains a filament that, when heated, emits
a stream of electrons
Electrons are focused with an electromagnet
into a sharp beam and directed to a specific
point of the face of the picture tube
The front surface of the picture tube is
coated with small phospher dots
When the beam hits a phospher dot it glows
with a brightness proportional to the strength
of the beam and how often it is excited by
the beam
Display Technologies: CRTs
Vector Displays
Anybody remember Battlezone? Tempest?
Display Technologies: CRTs
Vector Displays
Early computer displays: basically an
oscilloscope
Control X,Y with vertical/horizontal plate
voltage
Often used intensity as Z
Name two disadvantages
Just does wireframe
Complex scenes visible flicker
Display Technologies: CRTs
Raster Displays
Raster: A rectangular array of points or
dots
Pixel: One dot or picture element of the
raster
Scan line: A row of pixels
Display Technologies: CRTs
Raster Displays
Black and white television: an oscilloscope
with a fixed scan pattern: left to right, top
to bottom
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.
Display Technologies: CRTs
Phosphors
Fluorescence: Light emitted while the
phosphor is being struck by electrons
Phosphorescence: Light emitted once the
electron beam is removed
Persistence: The time from the removal of
the excitation to the moment when
phosphorescence has decayed to 10% of
the initial light output OR duration of
phosphorescence.
Display Technologies: CRTs
Raster Displays
Frame must be “refreshed” to draw new
images
As new pixels are struck by electron beam,
others are decaying
Electron beam must hit all pixels
frequently to eliminate flicker
Critical fusion frequency
Typically 60 times/sec
Varies with intensity, individuals, phospher
persistence, lighting...
Display Technologies: CRTs
Raster Displays
Interlaced Scanning
Assume can only scan 30 times / second
To reduce flicker, divide frame into two
“fields” of odd and even lines
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
Display Technologies: CRTs
Raster Displays
Scanning (left to right, top to bottom)
Vertical Sync Pulse: Signals the start of the
next field
Vertical Retrace: Time needed to get from the
bottom of the current field to the top of the
next field
Horizontal Sync Pulse: Signals the start of the
new scan line
Horizontal Retrace: The time needed to get
from the end of the current scan line to the
start of the next scan line
Display Technology: Color
CRTs
Color CRTs are much more complicated
Requires manufacturing very precise
geometry
Uses a pattern of color phosphors on the
screen: