Title: 4ICT10 Computer Graphics and Virtual Reality
14ICT10 Computer Graphics and Virtual Reality
- 3. Graphics Hardware
- Dr Ann McNamara
2Summary so Far
- Introduction Applications
- Diverse spectrum of applications
- Model/Render/Animate
3Objectives
- Elements of Computer Graphics Pictures
- Overview of some of the Hardware used to display
images
4Elements
- Output Primitives
- Polylines
- text
- filled regions
- raster images
- Attributes
5Polylines
6Polygons
7Attributes of lines polygons
- Manner in which lines are dashed
- Manner in which edges are joined
8Text
9Filled-Regions
10Raster Images
11Raster Images
12Pixel Map
13Creating Raster Images
- Hand Designed
- paint process can automate
- Computed Images
- algorithm used to render a scene
- Scanned Images
- digitized photograph
14Raster Images
15Gray-Scale Raster Images
- Bi-level
- only 2 pixel values
- figure 1.26
- Pixel Depth
- 2 bits per pixel produces 4 gray levels
- 4 bits per pixel produces 16 gray levels
- 8 bit per pixel produces 256 gray levels
16Pixel Depth
17Colour Raster Images
- Each pixel value represents a colour
- Ordered Triple
18Graphics Hardware
19Basic Definitions
Video raster devices display an image by
sequentially drawing out the pixels of the scan
lines that form the raster.
20Graphics DisplayTechnology
- Cathode Ray Tube CRT
- Most common device
- originally used for RAM
- Manchester University 1950s
- Ivan Sutherland 1963 Sketchpad
- first interactive system
- Xerox Parc (late 1970s)
- high resolution windowing systems
- Xerox Star
21Cathode Ray Tubes
- vector
- very high resolution line drawings
- random access beam pattern, variable refresh
- low storage cost
- raster
- discrete image composed of pixels (picture
elements) - fixed beam pattern and refresh time
- high storage cost
22Cathode Ray Tube
Early Example (1890)
23Cathode Ray Tube
- Phosphors emit light when excited by electrons
- Electron Gun
- Beam current controlled by monitor
- Deflection Yoke steers electron stream
24Cathode Ray Tube
- Raster Scan
- top left to top right
- shuts off while redirected, begins below
- Image formed by modulating beam current
- Why dont we just see a dot flying around?
- Flicker
- 60-80 times per second (hertz)
25CRT Raster Scan Pattern
Field 1
Field 2
Interlaced
Non Interlaced
26CRT Raster Scan Pattern
- Frame Rate number of complete screen updates
per second - Field Rate number of vertical re-traces per
second
27CRT Signal Characteristics
28Colour Displays
- But, electrons dont come in different colours?
29Colour Production
30Electromagnetic Spectrum
Low
High
380nm
780nm
31Colours
- CRT systems employ additive colour mixing
- Red Green Yellow
- Red Blue Magenta
- Green Blue Cyan
- Red Green Blue White
- We get intermediate colour mixes by varying the
intensity of each of the 3 primaries. - Light Orange 100 R 50 G 20 B
32Colour Primaries
Subtractive Colour Mixing
Additive Colour Mixing
33Colour Mixing
- Additive spectrum of light is the result of
addition of individual spectra - CRT colour mixing
- LCD projectors
- Subtractive colour resulting from the selective
absorption of light wavelengths - paints
- dyes
34RGB Colour Space
- Each CRT is capable of a finite but continuous
range of intensities. - Assume that
- 0 ? no intensity (i.e. no phosphor emission)
- 1 ? full intensity
- This defines a colour space with vectors defining
colours
35RGB Colour Space
36Device Dependency
- This is a vector space with the basis vectors
defined by the properties of the monitor
phosphors. - If the phosphors change the colour space changes.
- We cannot use RGB to universally define a colour.
- ? we require a device independent colour space.
- use XYZ, Lab, Luv, Pantone etc.
37Gamma
- Normally we assume that intensity ? RGB value.
- i.e. 0.5, 0.5, 0.5 is half as bright as the
value 1.0, 1.0, 1.0 - Not True!
- Luminance is exponentially proportional to
voltage - ? must gamma correct the display
or
38Gamma Function and Correction
39Gamma Correction
- Implemented using a look-up table.
- Some display adapters store 3 256-entry LUTs, one
per colour channel. - These LUTs may be changed by the
user/manufacturer as monitor characteristics
change over time. - Note gamma correction guarantees monitor
luminance linearity, it does not guarantee images
viewed on different monitors will appear equally
bright.
40Frame 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. - Typical frame buffer resolution
- 640 x 480 x 8
- 1280 x 1024 x 8
- 1280 x 1024 x 24
41Display Characteristics
- 2D Graphics displays are characterised by
- resolution number of independent pixels (e.g.
1024 ? 768) - colours/bits per pixel (e.g. 24bit ? 224 colours
16,777,216) - dot pitch no. of phosphors per inch. (dpi)
- refresh rate (Hz.)
- interlaced / non-interlaced
- phosphor wavelengths (nm.)
- these are usually specified using chromaticity
values - whitepoint (K)
- some monitors allow you to change the whitepoint
42Broadcast Standards
- European (except France) TV (PAL), introduced in
1960 - Phase Alternating Line
- frame rate 25 Hz. and field rate 50 Hz.
- 625 scan lines
- US Japanese TV (NTSC), introduced in 1953
- National Television System Committee (or Never
The Same Colour) - frame rate 29.97 Hz. and field rate 59.94 Hz.
- 525 scan lines
- Both TV systems use interlacing.
43Display Memory Bandwidth
- CRT electron guns receive an analogue voltage
signal from DACs, 1 per colour channel. - Most current DACs are 8-bit per channel.
- ? 24 bits per pixel required
- 224 possible colours 16777216
- (humans can see many more than this!)
- Bandwidth requirements for a typical graphics
system - Resolution 1024 ? 768
- Refresh rate 75 Hz. non-interlaced
- 24 bits per pixel
? 176,947,200 bytes/sec. transfer required ? RAM
access time ? 5.65 ns.
44Solutions
- Use faster RAM VRAM
- Video RAM (dual ported)
- CPU and DACs can access RAM simultaneously
- no need for DMA or CPU latency
- more expensive than standard DRAM
- Reduce bandwidth
- use Colour LookUp Tables (CLUT)
- this is becoming very popular in systems using
texture mapping it reduces the total memory
requirements for textures ? CLUT per texture - reduces memory per pixel
- total storage costs are now down, but slight
increase in latency due to CLUT lookup, but this
is usually negligible - requires a fixed palette of colours
4524-bit Raster, No CLUT
In this case the value sent to the display is
the value in the pixel.
Each pixel requires 24-bits
468-bit Raster with 24-bit CLUT
Each pixel requires 8-bits
47Typical Raster System Architecture
48Summary
- Basic Components of BW and Colour CRTs
- The relationship between elements in the frame
buffer and pixels on the display - Display Characteristics
- How Colour Tables work