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CRTs

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Palm Pilot/Game Boy. reflective display. Display Technology: Plasma. Plasma display panels ... your right hand such that your palm is at the beginning of A and ... – PowerPoint PPT presentation

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Title: CRTs


1
CRTs A Review
  • CRT technology hasnt changed much in 50 years
  • Early television technology
  • high resolution
  • requires synchronization between video signal and
    electron beam vertical sync pulse
  • Early computer displays
  • avoided synchronization using vector algorithm
  • flicker and refresh were problematic

2
CRTs A Review
  • Raster Displays (early 70s)
  • like television, scan all pixels in regular
    pattern
  • use frame buffer (video RAM) to eliminate sync
    problems
  • RAM
  • ¼ MB (256 KB) cost 2 million in 1971
  • Do some math
  • 1280 x 1024 screen resolution 1,310,720 pixels
  • Monochrome color (binary) requires 160 KB
  • High resolution color requires 5.2 MB

3
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.

4
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

5
Display Technology 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

6
Display Technology 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

7
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

8
Display Technology DMD / DLP
  • Digital Micromirror Devices (projectors) or
    Digital Light Processing
  • Microelectromechanical (MEM) devices, fabricated
    with VLSI techniques

9
Display Technology DMD / DLP
  • DMDs are truly digital pixels
  • Vary grey levels by modulating pulse length
  • Color multiple chips, or color-wheel
  • Great resolution
  • Very bright
  • Flicker problems

10
Display Technologies Organic LED Arrays
  • Organic Light-Emitting Diode (OLED) Arrays
  • The display of the future? Many think so.
  • OLEDs function like regular semiconductor LEDs
  • But they emit light
  • Thin-film deposition of organic, light-emitting
    molecules through vapor sublimation in a vacuum.
  • Dope emissive layers with fluorescent molecules
    to create color.

http//www.kodak.com/global/en/professional/produc
ts/specialProducts/OEL/creating.jhtml
11
Display Technologies Organic LED Arrays
  • 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
  • Available for cell phones and car stereos

12
Display Technologies Organic LED Arrays
  • OLED cons
  • Not very robust, display lifetime a key issue
  • Currently only passive matrix displays
  • Passive matrix Pixels are illuminated in
    scanline order (like a raster display), but the
    lack of phospherescence causes flicker
  • Active matrix A polysilicate layer provides thin
    film transistors at each pixel, allowing direct
    pixel access and constant illumination
  • See http//www.howstuffworks.com/lcd4.htm for
    more info

13
Movie Theaters
  • U.S. film projectors play film at 24 fps
  • Projectors have a shutter to block light during
    frame advance
  • To reduce flicker, shutter opens twice for each
    frame resulting in 48 fps flashing
  • 48 fps is perceptually acceptable
  • European film projectors play film at 25 fps
  • American films are played as is in Europe,
    resulting in everything moving 4 faster
  • Faster movements and increased audio pitch are
    considered perceptually acceptable

14
Viewing Movies at Home
  • Film to DVD transfer
  • Problem 24 film fps must be converted to
  • NTSC U.S. television interlaced 29.97 fps 768x494
  • PAL Europe television 25 fps 752x582
  • Use 32 Pulldown
  • First frame of movie is broken into first three
    fields (odd, even, odd)
  • Next frame of movie is broken into next two
    fields (even, odd)
  • Next frame of movie is broken into next three
    fields (even, odd, even)

15
(No Transcript)
16
Additional Displays
  • Display Walls
  • Princeton
  • Stanford
  • UVa Greg Humphreys

17
Display Wall Alignment
18
Additional Displays
  • Stereo

19
Visual System
  • Well discuss more fully later in semester but
  • Our eyes dont mind smoothing across time
  • Still pictures appear to animate
  • Our eyes dont mind smoothing across space
  • Discrete pixels blend into continuous color sheets

20
Mathematical Foundations
  • Angel appendix B and C
  • Ill give a brief, informal review of some of the
    mathematical tools well employ
  • Geometry (2D, 3D)
  • Trigonometry
  • Vector spaces
  • Points, vectors, and coordinates
  • Dot and cross products

21
Scalar Spaces
  • Scalars a, b,
  • Addition and multiplication ( and h) operations
    defined
  • Scalar operations are
  • Associative a (b g) (a b) g
  • Commutative a b b a a h b b h a
  • Distributive a h(b h g) (a h b) h g a h(b
    g) (a h b) (a h g)

22
Scalar Spaces
  • Additive Identity 0
  • a 0 0 a a
  • Multiplicative Identity 1
  • a h 1 1 h a a
  • Additive Inverse -a
  • a (-a) 0
  • Multiplicative Inverse a-1
  • a h a-1 1

23
Vector Spaces
  • Two types of elements
  • Scalars (real numbers) a, b, g, d,
  • Vectors (n-tuples) u, v, w,
  • Operations
  • Addition
  • Subtraction

24
Vector Addition/Subtraction
  • operation u v, with
  • Identity 0 v 0 v
  • Inverse - v (-v) 0
  • Addition uses the parallelogram rule

v
u
-v
v
u-v
-v
u
25
Affine Spaces
  • Vector spaces lack position and distance
  • They have magnitude and direction but no location
  • Add a new primitive, the point
  • Permits describing vectors relative to a common
    location
  • Point-point subtraction yields a vector
  • A point and three vectors define a 3-D coordinate
    system

26
Points
  • Points support these operations
  • Point-point subtraction Q - P v
  • Result is a vector pointing from P to Q
  • Vector-point addition P v Q
  • Result is a new point
  • Note that the addition of two points is not
    defined

27
Coordinate Systems
  • Grasp z-axis with hand
  • Thumb points in direction of z-axis
  • Roll fingers from positive x-axis towards
    positive y-axis

28
Euclidean Spaces
  • Euclidean spaces permit the definition of
    distance
  • Dot product - distance between two vectors
  • Projection of one vector onto another

29
Euclidean Spaces
  • We commonly use vectors to represent
  • Points in space (i.e., location)
  • Displacements from point to point
  • Direction (i.e., orientation)
  • We frequently use these operations
  • Dot Product
  • Cross Product
  • Norm

30
Scalar Multiplication
  • Scalar multiplication
  • Distributive rule a(u v) a(u) a(v)
  • (a b)u au bu
  • Scalar multiplication streches a vector,
    changing its length (magnitude) but not its
    direction

31
Dot Product
  • The dot product or, more generally, inner product
    of two vectors is a scalar
  • v1 v2 x1x2 y1y2 z1z2 (in 3D)
  • Useful for many purposes
  • Computing the length (Euclidean Norm) of a
    vector length(v) v sqrt(v v)
  • Normalizing a vector, making it unit-length v
    v / v
  • Computing the angle between two vectors
  • u v u v cos(?)
  • Checking two vectors for orthogonality
  • u v 0.0

32
Dot Product
  • Projecting one vector onto another
  • If v is a unit vector and we have another vector,
    w
  • We can project w perpendicularly onto v
  • And the result, u, has length w v

33
Dot Product
  • Is commutative
  • u v v u
  • Is distributive with respect to addition
  • u (v w) u v u w

34
Cross Product
  • The cross product or vector product of two
    vectors is a vector
  • The cross product of two vectors is orthogonal to
    both
  • Right-hand rule dictates direction of cross
    product

35
Cross Product Right Hand Rule
  • See http//www.phy.syr.edu/courses/video/RightHan
    dRule/index2.html
  • Orient your right hand such that your palm is at
    the beginning of A and your fingers point in the
    direction of A
  • Twist your hand about the A-axis such that B
    extends perpendicularly from your palm
  • As you curl your fingers to make a fist, your
    thumb will point in the direction of the cross
    product

36
Cross Product Right Hand Rule
  • See http//www.phy.syr.edu/courses/video/RightHan
    dRule/index2.html
  • Orient your right hand such that your palm is at
    the beginning of A and your fingers point in the
    direction of A
  • Twist your hand about the A-axis such that B
    extends perpendicularly from your palm
  • As you curl your fingers to make a fist, your
    thumb will point in the direction of the cross
    product

37
Cross Product Right Hand Rule
  • See http//www.phy.syr.edu/courses/video/RightHan
    dRule/index2.html
  • Orient your right hand such that your palm is at
    the beginning of A and your fingers point in the
    direction of A
  • Twist your hand about the A-axis such that B
    extends perpendicularly from your palm
  • As you curl your fingers to make a fist, your
    thumb will point in the direction of the cross
    product

38
Cross Product Right Hand Rule
  • See http//www.phy.syr.edu/courses/video/RightHan
    dRule/index2.html
  • Orient your right hand such that your palm is at
    the beginning of A and your fingers point in the
    direction of A
  • Twist your hand about the A-axis such that B
    extends perpendicularly from your palm
  • As you curl your fingers to make a fist, your
    thumb will point in the direction of the cross
    product

39
Cross Product Right Hand Rule
  • See http//www.phy.syr.edu/courses/video/RightHan
    dRule/index2.html
  • Orient your right hand such that your palm is at
    the beginning of A and your fingers point in the
    direction of A
  • Twist your hand about the A-axis such that B
    extends perpendicularly from your palm
  • As you curl your fingers to make a fist, your
    thumb will point in the direction of the cross
    product

40
2D Geometry
  • Know your high school geometry
  • Total angle around a circle is 360 or 2p
    radians
  • When two lines cross
  • Opposite angles are equivalent
  • Angles along line sum to 180
  • Similar triangles
  • All corresponding angles are equivalent

41
Trigonometry
  • Sine opposite over hypotenuse
  • Cosine adjacent over hypotenuse
  • Tangent opposite over adjacent
  • Unit circle definitions
  • sin (?) x
  • cos (?) y
  • tan (?) x/y
  • etc

(x, y)
42
Slope-intercept Line Equation
  • Slope m
  • rise / run
  • Slope (y - y1) / (x - x1) (y2 - y1) / (x2
    - x1)
  • Solve for y
  • y (y2 - y1)/(x2 - x1)x -(y2-y1)/(x2 -
    x1)x1 y1
  • or y mx b

43
Parametric Line Equation
  • Given points P1 (x1, y1) and P2 (x2, y2) x
    x1 t(x2 - x1) y y1 t(y2 - y1)
  • When
  • t0, we get (x1, y1)
  • t1, we get (x2, y2)
  • (0lttlt1), we get pointson the segment
    between(x1, y1) and (x2, y2)

y
P2 (x2, y2)
P1 (x1, y1)
x
44
Other helpful formulas
  • Length sqrt (x2 - x1)2 (y2 - y1)2
  • Midpoint, p2, between p1 and p3
  • p2 ((x1 x3) / 2, (y1 y3) / 2))
  • Two lines are perpendicular if
  • M1 -1/M2
  • cosine of the angle between them is 0

45
Reading
  • Chapters 1 and Appendix B of Angel
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