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Computer Graphics: Lecture - 02

The document discusses computer graphics and frame buffers. It explains that the image being displayed is stored in a dedicated system memory called the frame buffer. It is refreshed at a rate like 60 Hz to prevent flicker. Resolution is the number of pixels per unit length horizontally and vertically. Aspect ratio is the ratio of an image's width to its height. Color displays use bits to represent color values at each pixel, allowing different color combinations. Common display technologies include CRT, LCD, and plasma displays.

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0% found this document useful (0 votes)
114 views42 pages

Computer Graphics: Lecture - 02

The document discusses computer graphics and frame buffers. It explains that the image being displayed is stored in a dedicated system memory called the frame buffer. It is refreshed at a rate like 60 Hz to prevent flicker. Resolution is the number of pixels per unit length horizontally and vertically. Aspect ratio is the ratio of an image's width to its height. Color displays use bits to represent color values at each pixel, allowing different color combinations. Common display technologies include CRT, LCD, and plasma displays.

Uploaded by

Saimo Mghase
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
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Computer Graphics

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:

Delta electron gun arrangement In-line electron gun arrangement

Why red, green, and blue phosphors?


Display Technology: Color
CRTs
 Color CRTs have
 Three electron guns
 A metal shadow mask to differentiate the
beams
Display Technology: Raster
 Raster CRT pros:
 Allows solids, not just wireframes
 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)
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.
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
 Transmissive & reflective LCDs:
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
Plasma Panels
 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
Display Technology
 Plasma Display Panel Pros
 Large viewing angle
 Good for large-format displays
 Fairly bright
 Cons
 Expensive
 Large pixels (~1 mm versus ~0.2 mm)
 Phosphors gradually deplete
 Less bright than CRTs, using more power

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