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Reading Required Angel, section 1.2, chapter 2 through 2.5 Related Displays and framebuffers Hearn & Baker, Chapter 2, Overview of Graphics Systems OpenGL Programming Guide (the red book ): First four sections of chapter 2 First section of chapter 6 Foley et al., sections 1.5, 4.2-4.5 I.E. Sutherland. Sketchpad: a man-machine graphics communication system. Proceedings of the Spring Joint Computer Conference, p. 329-346, 1963. T.H. Myer & I.E. Sutherland. On the design of display processors. Communications of the ACM 11(6): 410-414, 1968. 1 2 History Modern graphics systems Whirlwind Computer - MIT, 1950 CRT display SAGE air-defense system - middle 1950 s Whirlwind II light pens Sketchpad - 1963, Ivan Sutherland first interactive graphics system constraint-based interaction techniques for choosing, pointing, drawing data structures for replicating components hierarchical modeling Current graphics systems consist of: An application, which talks to a Graphics library (e.g., OpenGL or Direct3D), which talks to the Graphics hardware The graphics hardware can do a lot of fancy work these days. At a minimum, it contains a framebuffer to drive a display 3 4

Cathode ray tubes (CRTs) CRTs, cont. Electrons boil off the heated cathode and shoot towards the anode. Electrons striking the phosphors create light through: fluorescence (fraction of usec) phosphorescence (10 to 60 usec) Different phosphors have different: Consists of: electron gun electron focusing lens deflection plates/coils electron beam anode with phosphor coating color red: europium yttrium vanadate green: zinc cadmium sulfide blue: zinc sulfide persistence (as long as a few seconds) The image must be refreshed to avoid flicker, typically at least 60 Hz, though 72 Hz is easier on the eyes, and 85HZ is rock solid. 5 6 Calligraphic displays Raster displays ras.ter, from radere, to scrape Also called vector displays, stroke displays, or random-scan displays. Used by: Sutherland s Sketchpad Asteroids video game Oscilloscopes 7 Electron beam traces over screen in raster scan order. Each left-to-right trace is called a scan line. Each spot on the screen is a pixel. When the beam is turned off to sweep back, that is a retrace, or a blanking interval. 8

Framebuffers Aspect ratio Typical workstation displays today are designed to show 1280x1024 color pixels, typically with a resolution of 72 dpi. Frame aspect ratio = horizontal / vertical size Typical CRT s 4 : 3 HDTV 16 : 9 Intensity of the raster scan beam is modulated according to the contents of a framebuffer. Each element of the framebuffer is associated with a single pixel on the screen. Note: the brightness of a pixel is controlled by the voltage coming from the DAC, but the CRT has a non-linear response: γ I V 35mm film 3 : 2 Panavision 2.35 : 1 Pixel aspect ratio = pixel width / pixel height nowadays, this is almost always 1. Monitor gammas are typically around 1.7-2.5. 9 10 Color CRT monitors Color Trinitron CRT s Many color monitors employ shadow mask technology. The variety depicted above: uses triads of red, green, and blue phosphors at each pixel uses three electron guns, one per color shadow mask used to make each kind of phosphor only visible from one gun These are also known as RGB monitors. 11 A competing technology is called Trinitron (by Sony): uses vertical stripes of red, green, and blue phosphors at each pixel uses three electron guns, one per color uses an aperture grille to make each kind of phosphor only visible from one gun You can see two horizontal lines at about ¼ and ¾ of the way up the screen on Trinitron displays. Why? 12

Additive color mixing Liquid Crystal Displays X1 X2 X3 X4 Y1 Y2 Y3 Yn Laptops typically use liquid crystal displays (LCD s). Light enters a vertical polarizer Nematic crystal twists light based on applied voltage (more voltage, less twisting) Light passes through horizontal polarizer All colors on a monitor or LCD are produced using combinations of red, green, and blue. Passive matrix displays use a matrix of electrodes to control the voltages. Problem: slow to switch, overflows. A display that allows 256 voltage settings for each of R, G, and B is known as a full-color system. Active matrix displays have a transistor at each cell. They use a faster switching crystal and transistors that hold charge and prevent overflow. The description of each color in framebuffer memory is known as a channel. Color filters are used to get color display. 14 RGB framebuffer Anatomy of an RGB image The term true-color is sometimes used to refer to systems which the framebuffer directly stores the values of each channel. As memory prices have fallen, true-color has become fairly standard. 15 16

Double-buffering Q: What happens when you write to the framebuffer while it is being displayed on the monitor? Double-buffering provides a solution. OpenGL The API we ll be using for drawing to the framebuffer is OpenGL. For 2D graphics, OpenGL lets you specify colors of primitives and then draw them to the screen. Typical primitives include: Points Lines Unfilled polygons Filled polygons You just name a color, declare the primitive type, and specify the vertices, and OpenGL does the rest. OpenGL also supports alpha blending. A typical operation is a linear mixture that blends a new color into the framebuffer: F = αc+ (1 α) F new old 17 18 Summary Here s what you should take home from this lecture: All of the boldfaced terms. Sketchpad (1963) was the first interactive graphics system. The basic components of black-and-white and color CRTs. Raster vs. calligraphic displays. The principles of operation for an LCD display. The correspondence between elements of framebuffer memory and pixels on-screen. How double-buffering works. 19