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Display Technologies

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Raster-scan CRTs. Electron beam is scanned left-to-right, top-to-bottom ... Raster-scan CRTs. Three electron guns are used, one for each color ... – PowerPoint PPT presentation

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Title: Display Technologies


1
Display Technologies
2
Types of video display
  • Cathode Ray Tubes (CRTs)
  • TVs, RGB monitors, o-scopes
  • Flat-Panel Displays
  • PDAs, laptops, calculators, digital watches

3
CRTs
Electrons are fired from a filament, focused,
accelerated, then deflected to a point on the
phosphor coating on the inside of the display
screen
4
Random-scan CRTs
Electron beam is scanned along each line
segment Capable of displaying continuous lines
and very high resolution curves High-end
displays capable of 100k lines per refresh
5
Random-scan CRTs
  • Pros
  • Excellent for line drawings
  • Generally high resolution
  • Cons
  • Can not display realistic shaded images
  • Not capable of color
  • Common Example
  • Oscilloscopes

6
Raster-scan CRTs
Electron beam is scanned left-to-right,
top-to-bottom Beam retraces to top-left after
reaching bottom-right (vertical retrace) Capable
of displaying continuous range of intensities at
discrete positions High-end displays capable of
4k x 4k _at_ 120 Hz
7
Raster-scan CRTs
Three electron guns are used, one for each
color The guns are aimed through a mask and onto
colored phosphors Colored phosphors are arranged
in RGB triples dots (delta) RGB
monitors stripes (inline) TVs, Sony Trinitron
8
Raster-scan CRTs
  • Pros
  • Excellent for varying intensity
  • Can display shaded images
  • Color
  • Cons
  • Jaggies
  • Common Example
  • Televisions

9
Color Models
10
Human Visual System
  • The human retina is covered in 2 kinds of
    photoreceptor, rods and cones
  • The fovea, densely packed with cones, is
    responsible for detailed color vision

11
RGB color cube
  • Coordinate system with R, G, B as axes
  • Grayscale axis runs from (0,0,0) to (1,1,1)

12
CMY color model
Coordinate system with C, M, Y as axes useful
for describing color output to hard-copy
devices. Grayscale axis runs from (0,0,0) to
(1,1,1). Color - substractive process.
13
The Framebuffer
14
Raster-scan review
  • Display composed of discrete, addressable points
  • picture elements or pixels
  • Can control intensity of each pixel
  • Pixels can be composed of RGB triples

15
True-color
  • 3 channels, 8 bits per channel 24 bits per
    pixel
  • Often includes a 4th, non-display, channel
    (alpha) used for image composition 32 bpp
  • 256 intensity levels per channel
  • 224 total colors
  • Sometimes combined with a LUT per channel (gamma
    correction)



16
Indexed-color
  • 8 bpp
  • Each byte is an index to a LUT (colormap)
  • All 224 colors are available to the colormap, but
    only 28 colors are available to the framebuffer
  • Can do animation by swapping colormap entries
  • Multiple apps can cause flashing if they try to
    use different colormaps at the same time

17
High-color
  • 16 bpp, 5 bits per primary color
  • Sometimes the extra bit is given to green
  • Limited number of bits per color can lead to
    noticeable quantization effects (color banding
    artifacts) and can be worse than index color in
    certain circumstances


18
Color quantization
Indexed-Color
  • True-Color

High-Color
19
Single-buffered
  • Single-buffered mode writes pixels directly into
    active framebuffer memory
  • Partial results are therefore visible
  • This is especially noticeable when trying to do
    animation

20
Double-buffered
  • Double-buffered mode writes pixels into a
    secondary buffer (back buffer), different from
    the buffer currently on display (front buffer)
  • When all pixels are written to the secondary
    buffer, an explicit call is made to swap the
    front and back buffers
  • The swap is typically done during the displays
    vertical retrace period
  • This technique is preferred for interactive
    graphics

21
Framebuffer math
  • How much memory is needed for a 1024 x 768
    true-color (32 bit) framebuffer
  • Single-buffered?

22
Framebuffer math
  • How much memory is needed for a 800 x 600
    index-color framebuffer
  • Single-buffered?
  • Please calculate yourself

23
Coordinate systems
  • Most windowing systems
  • OpenGL framebuffer

x
(0,0)
y
y
x
(0,0)
24
Coordinate systems
  • Does it matter? No, we just need to be aware of
    the difference
  • Where a pixel in the framebuffer will show up on
    screen?
  • How do we get the pixel address under the mouse
    pointer?
  • Could some other display library have its
    framebuffer lay-out match your windowing system?
    Absolutely. Many do.
  • What if all we never directly displayed our
    framebuffer, but wrote it out as an image for
    later display?
  • Virtually all image formats use screen-space
    coordinates.
  • What if we want to support both?
  • Then we have to know when to invert the y-axis.
    When would you do it?

25
Framebuffer coordinates
  • Well pick OpenGLs coordinate system.
  • Where will these points appear on the screen?
  • (0, 0)
  • (5, 7)
  • (8, 3)

2
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