Title: CRTs
1CRTs 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
2CRTs 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
3Display 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.
4Display 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
5Display 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
6Display 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
7Display 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
8Display Technology DMD / DLP
- Digital Micromirror Devices (projectors) or
Digital Light Processing - Microelectromechanical (MEM) devices, fabricated
with VLSI techniques
9Display 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
10Display 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
11Display 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
12Display 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
13Movie 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
14Viewing 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)
16Additional Displays
- Display Walls
- Princeton
- Stanford
- UVa Greg Humphreys
17Display Wall Alignment
18Additional Displays
19Visual 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
20Mathematical 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
21Scalar 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)
22Scalar 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
23Vector Spaces
- Two types of elements
- Scalars (real numbers) a, b, g, d,
- Vectors (n-tuples) u, v, w,
- Operations
- Addition
- Subtraction
24Vector 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
25Affine 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
26Points
- 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
27Coordinate Systems
- Grasp z-axis with hand
- Thumb points in direction of z-axis
- Roll fingers from positive x-axis towards
positive y-axis
28Euclidean Spaces
- Euclidean spaces permit the definition of
distance - Dot product - distance between two vectors
- Projection of one vector onto another
29Euclidean 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
30Scalar 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
31Dot 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
32Dot 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
33Dot Product
- Is commutative
- u v v u
- Is distributive with respect to addition
- u (v w) u v u w
34Cross 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
35Cross 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
36Cross 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
37Cross 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
38Cross 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
39Cross 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
402D 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
41Trigonometry
- 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)
42Slope-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
43Parametric 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
44Other 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
45Reading
- Chapters 1 and Appendix B of Angel