Title: Graphics Device System
1Graphics Device System
- Pradondet Nilagupta
- Dept. of Computer Engineering
- Kasetsart University
2Graphical System
- 5 major elements for a computer graphic system
- Processor
- Memory
- Frame buffer
- Input devices
- Output Devices
3Output 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.
4Output 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
5Output 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.
6Pros 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
7Basic 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.
8Resolution
- 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
9Example
- 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 (8.5x300)(11x300) 1.05 MB
- 2400 dpi (8.5x2400)(11x2400) 64 MB
- Film (line pairs/mm)
- 35mm (diagonal) slide (ASA25125 lp/mm) 3000
- 3000 x 2000 x 3 x 12b 27 MB
10Aspect Ratio
- Frame aspect ratio (FAR) horizontal/vertical
size - TV 43
- HDTV 169
- Page 8.511 3/4
- 35mm 32
- Panavision 2.351 (21
anamorphic) - Vistavision 2.351 (1.5
anamorphic) - Pixel aspect ratio (PAR) FAR vres/hres
- Nuisance in graphics if not 1
11Physical Size
- Physical size Length of the screen diagonal
(typically 12 to 27 inches) - REL SGI O2 monitors 19 inches
12Refresh 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
13Interlaced 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.
14Frame 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 -gt 256
simultaneous colors24bits/pixel -gt 16 million
simultaneous colors
15Specifying 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
16Lookup 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.
17Color Look-Up Table
18Pseudo Color
19Cathode Ray tube
20Display 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)
21Display 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
22Display Technologies CRTs
- Vector Displays
- First computer displays basically an
oscilloscope - Control X,Y with vertical/horizontal plate
voltage - Often used intensity as Z
- Show http//graphics.lcs.mit.edu/classes/6.837/F9
8/Lecture1/Slide11.html - Name two disadvantages
- Just does wireframe
- Display needs constant update to avoid fading
23Vector Display Architecture
24Display 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. Its a hack. Why do
it? - 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.
25Raster displays Architecture
26Raster refresh
27Comparing 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
28Comparing 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
29Display 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/
30Display Technology Color CRTs
- Color CRTs have
- Three electron guns
- A metal shadow mask to differentiate the beams
http//www.udayton.edu/cps/cps460/notes/displays/
31Display 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
32Display 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/
33LCDs
- 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/
34Active-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
35Active 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/
36Plasma
- 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
37Plasma 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
38Display Technology DMDs
- Digital Micromirror Devices (projectors)
- Microelectromechanical (MEM) devices, fabricated
with VLSI techniques
39DMDs 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
40FEDs
- Field Emission Devices (FEDs)
- Like a CRT, with many small electron guns at
each pixel - Unreliable electrodes, needs vacuum
- Thin, but limited in size
41Organic 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
processnot grown like a crystal, no
high-temperature doping - Thus, easier to create large-area OLEDs
42Organic LED Arrays Pros and Cons
- OLED pros
- Transparent
- Flexible
- Light-emitting, and quite bright (daylight
visible) - Large viewing angle
- Fast (lt 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
43Traditional Input Device (1/4)
- Commonly used today
- Mouse-like devices
- mouse
- wheel mouse
- trackball
- Keyboards
44Traditional 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
45Traditional Input Device (3/4)
- Joysticks
- game pads
- flightsticks
- Touchscreens
- Microphones
- wireless vs. wired
- headset
46Traditional 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
473D Input Device (1/2)
- Electromagnetic trackers
- can be attached to any head, hands, joints,
objects - Polhemus FASTRAK(used in Browns Cave)
- Acoustic-inertial trackers
- Intersense IS-900
http//www.isense.com/products/prec/is900/index.ht
m
http//www.polhemus.com/ftrakds.htm
483D 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
49Video 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-equip
s/hmd.html
http//www.virtualresearch.com/index.html
50Video 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
51Video Output Devices (3/4)
- Desktop
- Vector display
- CRT
- LCD flatpanel
- workstation displays(Sun Lab)
- PC and Mac laptops
- Tablet computers
- Wacoms display tablet
http//www.wacom.com/productinfo/index.cfm
52Video Output Devices (4/4)
- Immersive
- Head-mounted displays (HMD)
- Stereo shutter glasses
- Virtual Retinal Display (VRD)
- CAVE
http//www.evl.uic.edu/research/template_res_proje
ct.php3?indi27
53Interactive Input Devices
- A graphics work station commonly has one or two
monitors and a range of input devices. These can
include
KeyboardMay be customized to application. Can
include dials, joysticks.
Other device Graphics tablet Mouse Light
pen Joystick Button devices Dials and
levers 3D locators Touch panels Voice
Input Scanners
54Hard Copy Devices
- Printers
- Non-Impact printers --- Ink jet laser
- Xerographic
- Electrostatic
- Dye sublimation.
- Plotters
- Flatbed, Beltbed
- Multiple pens available
- Plotter languages
- Built in character sets, line styles etc.
55Hardcopy Technologies
- Basically printing on paper, film etc. Some
general issues are - The resolution of a device is the closest spacing
at which adjacent black and white lines can be
distinguished. - Many devices work by producing (colored) dots,
and image quality vs. dot size or spot size is an
issue. - Resolution can be no greater than addressability
(lines per inch) and depends on spot size also on
intensity distribution across spot. - Many devices can create only a few solid colors.
Other colors must be produced by dither patterns.
56Raster Scan Display Systems
- The various hardware architectures for providing
graphics functionality differ on two axes - Processing performed by specialized graphics
hardware. - Simplest has only video controller.
- More complex systems use a graphics display
processor with varying functionality. - Relationship of frame buffer to CPU memory
architecture. - Dual ported
- Accessible only to graphics controller
- Accessible only over main bus
57Video Controller
Problems with memory access 50 ns pixel time
(480 x 640 x 60 Hz) is shorter than typical 200
ns RAM cycle time. - Must fetch multiple
pixels per access. - Can eat up a lot of
memory bandwidth. - Can eat up a lot of main
bus bandwidth if so organized.
58Simple Raster systems (1/2)
- No special graphics processing except video
controller. Two basic frame-buffer mappings. - Single ported frame buffer
- Passes video information over system bus.
- Simple and flexible.
- Problems with bus congestion.
59Simple Raster systems (2/2)
- Dual ported frame buffer
- Frame buffer in special, dual ported Video RAM.
- Unloads bus.
- More expensive.
- Less exible.
60Systems with video processors (1/3)
- Makes sense to put special-purpose hardware close
to video (speed, expense) - May do various scan conversion algorithms, pix
moves, windowing, sometimes rotation of existing
primitives - Commands such as Text, Move, Line, Polygon...
- 3D stuff as well - hidden surface removal,
shading, texture mapping. - Various architectures.
61Systems with video processors (2/3)
- Graphics processor has its local memory and
manages the frame buffer and specialized graphics
programs. - Typical architecture for "plug in" graphics cards.
62Systems with video processors (3/3)
- Graphics processor is controlled via an
instruction queue. - All data transferred between host memory and
coprocessor memory must go through both CPU - Unimplemented algorithms may be slow, since host
machine has no direct access to the frame buffer. - May be considerable communication overhead if
coprocessor instruction registers are not memory
mapped.
63Example Voodoo
- Voodoo chipset manufactured by 3Dfx, Inc.
- 3D-only graphics chipset.
- Card manufacturers would build cards around
Voodoo chip - Came out in 1996 ... probably first
consumer-level 3D accelerator. - Combined hardware (Voodoo chip) and software
(Direct3D/OpenGL/Glide) solution.
64Voodoo hardware
- Features
- Filled 45 Million pixels/s 1 million triangles/s
- Hardware z buffer (16-bit).
- Perspective corrected Gouraud-shaded
texture-mapped triangles done in hardware. - Alpha blending (allows transparency)
- Software provided polygons, normals and textures,
and did all the geometry (modelling, viewing) and
lighting itself.
65Example GeForce 256
- Released in 1999.
- One chip solution 2D and 3D support. 2D includes
MPEG-2 (DVD) decoder. - RAM from 32MB-128MB
- GeForce GPU (graphics processing unit) has 23
million transistors ... more than Intel PIII.
66Hardware features (1/2)
- Still unique for PC board in that it does
transformation and lighting in hardware. Means
more CPU for game physics etc. - 4-stage pipeline
- Transformation
- Lighting
- Triangle setup clipping
- Rasterisation
- 4 pipelines (16 units).
67Hardware features (2/2)
- Hardware support for
- Phong shaded texture-mapped polygons
- Bump mapping
- Cube environment mapping
- 480 Mpixels/s, 15 million polygon/s.
- Extremely fast.
- http//www.nvidia.com. Some very nice white
papers on T L and cube enviromapping.
68GeForce 3
- 57 million transistor chip (Pentium 4 is 40
million) - Released in April 2001.
- Programmability means it's really another
computer within your computer. - Graphics hardware is moving at 3x Moore's Law.
69Render farms
- Closely related to Beowulf clusters
- Idea Use many tightly-coupled off-the-shelf
machines to do rendering - Problem Dividing the work
- But sometimes easy, e.g. one frame per machine
- Example Titanic water effects used cluster of
about 160 Alphas running Linux/NT.