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Reading Hear & Baker, Computer graphics (2 nd edition), Chapter 2: Video Display Devices, p. 36-48, Prentice Hall Display Devices Optional.E. Sutherland. Sketchpad: a man-machine graphics communication system. Proceedings of the Spring Join Computer Conference, p. 329-346, 1963. T.H. Myer &.E. Sutherland. On the design of display processors. Communications of the ACM 11(6): 410-414, 1968. 2 Light Gathering The human retina nasal temporal Photomicrographs at increasing distances from the fovea. The large cells are cones; the small ones are rods. 3 4

Perceptual light intensity We perceive light intensity as we do sound: on a relative or logarithmic scale. Example: The perceived difference between 0.20 and 0.22 is the same as between 0.80 and. deally, to display n+1 equally-spaced intensity levels Noise 1 0 = 2 1 = = n n 1 Noise can be thought of as randomness added to the signal. The eye is relatively insensitive to noise. 5 6 Lightness contrast Light as Waves We can think of light as waves, instead of rays. Wave theory allows a nice arrangement of electromagnetic radiation (EMR) according to wavelength: A related phenomenon is known as: lightness contrast simultaneous contrast color contrast (for colors) This phenomenon helps us maintain a consistent mental image of the world, under dramatic changes in illumination. 7 8

Photopigments llustration of Color Appearance Photopigments are the chemicals in the rods and cones that react to light. Can respond to a single photon! Cones come in three varieties: S, M, and L. 9 10 Cathode ray tubes (CRTs) Consists of: electron gun electron focusing lens deflection plates/coils electron beam anode with phosphor coating 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: color persistence (as long as a few seconds) The image must be refreshed to avoid flicker: typically need at least 60 Hz (why 60 Hz?) exact frequency depends on: persistence image intensity ambient lighting wavelength observer 11 12

Raster displays 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. 13 14 Color CRT monitors Color CRT monitors, cont d Most color monitors employ shadow mask technology: 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. 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 15 16

CRT Drawbacks Liquid Crystal Displays Moire patterns result when shadow-mask and dot-pitch frequencies are mismatched Convergence (varying angles of approach distance of e-beam across CRT face) Limit on practical size (< 1 meter) Spurious X-ray radiation Occupies a large volume 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 17 Liquid Crystal Displays X1 X2 X3 18 Active Matrix Displays X4 Y1 Y2 Y3 Yn Active matrix displays have a transistor at each cell. They use a faster switching crystal and transistors that hold charge and prevent overflow. Color filters are used to get color display. Passive matrix displays use a matrix of electrodes to control the voltages. Problem: slow to switch, overflows. 19 20

Plasma Displays Organic LED Displays Flexible Transparent Thin Low-power Higher-resolution Self-emissive Wide viewing angle Large format displays (pixels ~1mm compared to 0.2mm for CRT) Large viewing angle Basically fluorescent tubes 21 22 Organic LED displays Resolution The display s resolution is determined by: number of scan lines number of pixels per scan line number of bits per pixel Examples: Bitmapped display 960 x 1152 x 1b 1/8 MB NTSC TV 640 x 480 x 16b 1/2 MB Color workstation 1280 x 1024 x 24b 4 MB Laser-printed page 300 dpi 8.5 x 11 x 300 2 x 1b 1 MB 1200 dpi 8.5 x 11 x 1200 2 x 1b 17 MB Film 4500 x 3000 x 30b 50 MB 23 24

Framebuffers Additive color mixing ntensity 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. All colors on a monitor are produced using combinations of red, green, and blue. A monitor that allows 256 voltage settings for each of R, G, and B is known as a full-color system. The description of each color in framebuffer memory is known as a channel. 25 26 Specifying colors The number of color choices depends on the amount of framebuffer storage allocated per pixel. 16 bpp systems often allocate 5 bits to red, 6 to green, and 5 to blue. Why does green get the extra bit? RGB framebuffer The term true-color is sometimes used to refer to systems which the framebuffer directly stores the values of each channel. 27 28

Color tables Color tables on 24-bit systems Even full-color systems often use color tables. n this case, there is a separate color table for each 8 bit channel. Color tables allow more color versatility when you only have a few bits per pixel. You get to select a small palette of from a large number of available colors. Each framebuffer element is now an index into the color table, where the actual values of each channel are stored. Color table entries can be changed in software. Most SG workstations are like this. Q: Why would you want this capability? 29 30 Double-buffering Q: What happens when you write to the framebuffer while it is being displayed on the monitor? Double-buffering provides a solution. Summary Here s what you should take home from this lecture: The basic components of black-and-white and color CRTs Computing screen resolution & framebuffer size How different display technologies work The correspondence between elements of framebuffer memory and pixels on-screen How color tables work How double-buffering works 31 32