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Raster Graphics Hardware

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Video raster devices display an image by sequentially drawing out the pixels of ... For a color monitor, three guns light up red, green, or blue phosphors. ... – PowerPoint PPT presentation

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Title: Raster Graphics Hardware


1
Raster Graphics Hardware
2
EXAMPLE RASTER GRAPHICSARCHITECTURE
3
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.
4
Pixels
  • Pixel - The most basic addressable image element
    in a screen
  • CRT - Color triad (RGB phosphor dots)
  • LCD - Single color element
  • Screen Resolution - measure of number of pixels
    on a screen (m by n)
  • m - Horizontal screen resolution
  • n - Vertical screen resolution

5
Color
  • There are no commercially available small pixel
    technologies that can individually change color.
  • Color is encoded by placing different-colored
    pixels adjacent to each other.
  • Field sequential color uses red, blue and green
    liquid crystal shutters to change color in front
    of a monochrome screen.

6
Raster Displays
  • Cathode Ray Tubes (CRTs), most tube monitors
    you see. Very common, but big and bulky.
  • Liquid Crystal Displays (LCDs)
  • - there are two types
  • 1) transmissive (Shine light through the
    image-forming element, e.g. laptops, those snazzy
    new flat panel monitors)
  • 2) reflective (Bounce light off the
    image-forming element e.g. wrist watches).

7
CRT Monitor
8
CRT Monitor
9
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 phosphor dots.
  • When the beam hits a phosphor dot it glows with
    a brightness proportional to the strength of the
    beam and how often it is excited by the beam.

10
CRT Phosphor Screen
  • The screen is coated with phosphor, 3 colors for
    a color monitor, 1 for monochrome.
  • For a color monitor, three guns light up red,
    green, or blue phosphors.
  • Intensity is controlled by the amount of time at
    a specific phosphor location.

11
Color CRT
Red, Green and Blue electron guns. Screen
coated with phosphor triads. Each triad is
composed of a red, blue and green phosphor
dot. Typically 2.3 to 2.5 triads per pixel.
  • FLUORESCENCE - Light emitted while the phosphor
    is being struck by electrons.
  • PHOSPHORESCENCE - Light given off once the
    electron beam is removed.
  • PERSISTENCE - Is the time from the removal of
    excitation to the moment when phosphorescence has
    decayed to 10 of the initial light output.

12
Scanning An Image
  • Frame The image to be scanned out on the CRT.
  • Some minimum number of frames must be displayed
    each second to eliminate flicker in the image.

CRITICAL FUSION FREQUENCY Typically 60 times
per second for raster displays. Varies with
intensity, individuals, phosphor persistence,
room lighting.
13
Scanning
  • 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 Time needed to get from the
    end of the current scan line to the start of the
    next scan line.

14
Interlaced Scanning
  • Scan frame 30 times per second
  • To reduce flicker, divide frame into two
    fieldsone 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.

Image from http//www.anchorbaytech.com/_media/ima
ges/support/interlaced-scan.jpg
15
Video Formats
  • NTSC - 525x480, 30f/s, interlaced
  • PAL - 625x480, 25f/s, interlaced
  • VGA - 640x480, 60f/s, noninterlaced
  • SVGA 800x600, 60f/s noninterlaced
  • RGB - 3 independent video signals and
    synchronization signal, vary in resolution and
    refresh rate
  • Time-multiplexed color - R,G,B one after another
    on a single signal, vary in resolution and
    refresh rate

16
Liquid Crystal Displays (LCDs)
17
Liquid Crystal Displays (LCDs)
  • Also divided into pixels, but without an electron
    gun firing at a screen, LCDs have cells that
    either allow light to flow through, or block it.

18
Liquid Crystal Displays (LCDs)
  • Liquid crystal displays use small flat chips
    which change their transparency properties when a
    voltage is applied.
  • LCD elements are arranged in an n x m array call
    the LCD matrix
  • Level of voltage controls gray levels.
  • LCDs elements do not emit light, use backlights
    behind the LCD matrix

19
Liquid Crystal Displays (LCDs)
  • Color is obtained by placing filters in front of
    each LCD element
  • Usually black space between pixels to separate
    the filters.
  • Because of the physical nature of the LCD matrix,
    it is difficult to make the individual LCD pixels
    very small.
  • Image quality dependent on viewing angle.

20
LCDs (cont.)
  • LCD resolution is often quoted as number of color
    elements not number of RGB triads.

Example 320 horizontal by 240 vertical elements
76,800 elements Equivalent to 76,800/3 25,500
RGB pixels "Pixel Resolution" is 185 by 139
(320/1.73, 240/1.73)
21
LCDs (cont.)
  • Passive LCD screens
  • Cycle through each element of the LCD matrix
    applying the voltage required for that element.
  • Once aligned with the electric field the
    molecules in the LCD will hold their alignment
    for a short time
  • Active LCD screens
  • Each element contains a small transistor that
    maintains the voltage until the next refresh
    cycle.
  • Higher contrast and much faster response than
    passive LCD

22
Advantages of LCDs
  • Flat
  • Lightweight
  • Low power consumption

23
CRTs (cont.)
  • Strong electrical fields and high voltage
  • Very good resolution
  • Heavy, not flat

24
Frame Buffers
  • A frame buffer may be thought of as computer
    memory organized as a two-dimensional array with
    each (x,y) addressable location corresponding to
    one pixel.
  • Bit Planes or Bit Depth is the number of bits
    corresponding to each pixel.
  • A typical frame buffer resolution might be
  • 640 x 480 x 8
  • 1280 x 1024 x 8
  • 1280 x 1024 x 24

25
1-Bit Memory. Monochrome Display(Bit-map
Display)
26
3-Bit Color Display
27
True Color Display24 bitplanes, 8 bits per color
gun. 224 16,777,216
28
Color Map Look-Up Tables
  • Extends the number of colors that can be
    displayed by a given number of bit-planes.

29
Pseudo Color 28 x 24 Color Map LUT
Could be used to define 256 shades of green or 64
shades each of red, blue, green and white, etc.
30
Examples of Pseudo Color Application
Image from www.mirametrics.com/brief_contour.htm
Image from hinode.nao.ac.jp/news_e/20061127_press_
e
Image from www.catenary.com/howto/pseudo.html
31
Display Processor
Also called either a Graphics Controller or
Display CoProcessor or Graphics Accelerator or
Video Card
  • Specialized hardware to assist in scan converting
    output primitives into the frame buffer.
  • Fundamental difference among display systems is
    how much the display processor does versus how
    much must be done by the graphics subroutine
    package executing on the general-purpose CPU.

32
Video Controller
  • Cycles through the frame buffer, one scan line at
    a time. Contents of the memory are used to
    control the CRT's beam intensity or color.

33
Projection Displays
  • Use bright CRT or LCD screens to generate an
    image which is sent through an optical system to
    focus on a (usually) large screen.
  • Full color obtained by having separate
    monochromatic projector for each of the R,G, B
    color channels

34
Basic Projector Designs(Images from Phillips
Research)
Reflective Projection System
Transmittive Projection System
35
Advantages/Disadvantagesof Projection Display
  • Very large screens can provide large field of
    view and can be seen by several people
    simultaneously.
  • Image quality can be fuzzy and somewhat dimmer
    than conventional displays.
  • Sensitive to ambient light.
  • Delicate optical alignment.
  • Less eye strain
  • Very immersive
  • Very expensive

36
Displays in Virtual Reality
  • Head-Mounted Displays (HMDs)
  • The display and a position tracker are attached
    to the users head
  • Head-Tracked Displays (HTDs)
  • Display is stationary, tracker tracks the users
    head relative to the display.
  • Example CAVE, Workbench, Stereo monitor

37
Image Quality Issues
  • Screen resolution
  • Color
  • Blank space between the pixels
  • Intentional image degradation
  • Brightness
  • Contrast
  • Refresh rate
  • Sensitivity of display to viewing angle

38
Input Devices
  • Locator Devices to indicate a position and/or
    orientation
  • e.g. Tablet, Mouse, Trackball, Joystick, Touch
    Panel, Light Pen
  • Keyboard devices to input a character string
  • e.g. Alphanumeric keyboard
  • Scanner
  • Image Scanners, e.g. Flatbed, etc
  • What type of data is returned? Bitmap
  • Laser Scanners, e.g. Deltasphere
  • Emits a laser and does time of flight. Returns
    3D point
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