Graphics Concepts. David Cairns

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Transcription:

Graphics Concepts David Cairns

Introduction The following material provides a brief introduction to some standard graphics concepts. For more detailed information, see DGJ, Chapter 2, p23. Display Modes Full Screen Graphics Screens Pixel Colour & Bit Depth Image types and formats Anti-aliasing

Display Modes Display Modes Applet / Plug In Applications that run within a browser Applet security features impose restrictions Windowed A standard windowed application Restrictions set by user privileges The application draws within its own window but does not worry about the world outside the window Full Screen Similar to the above but responsible for drawing everything on the screen and handling keyboard/mouse events at a relatively low level. More immersive since the entire display is at your command but requires more work since you have to manage everything.

Screen Screen Resolution & Colours Defined in horizontal & vertical pixels (e.g. 1024x768) In standard Java graphics, the origin 0,0 is at the top left and co-ordinates are labelled x then y. Some graphics co-ordinate systems allow you to specify the location of the origin and co-ordinate system, e.g. 0,0 could be moved to the centre Windows supports the concept of a virtual screen which is mapped (in many different ways) to the actual screen 0,0 x y

Bit Depth & Colour Each pixel has a bit-depth, with each bit-depth setting enabling different levels of colour or grey scale Usually 2 bit-depth colours or shades of grey Colours are built up from a red, green and blue components 24 bit colour uses 8 bits for each of the red, green and blue components respectively 32 bit colour can add an 8 bit transparency level 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 24 bits 8 Red, 8 Green, 8 Blue (RGB) 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 32 bits 8 Red, 8 Green, 8 Blue, 8 Alpha (RGB) 1 0 0 0 0 0 0 0 A

Screen Resolution & Bit Depth Games will frequently let you define the screen resolution and bit depth you would like to play at. This is often limited by the processing power of your computer or more usually, the graphics card The data processing throughput rises quite dramatically Your games programs should run at the most common resolutions Horizontal Vertical Bit-Depth Bytes K 640 480 8 307200 300 640 480 16 614400 600 640 480 32 1228800 1,200 800 600 8 480000 469 800 600 16 960000 938 800 600 32 1920000 1,875 1024 768 8 786432 768 1024 768 16 1572864 1,536 1024 768 32 3145728 3,072 1280 1024 8 1310720 1,280 1280 1024 16 2621440 2,560 1280 1024 32 5242880 5,120 Memory (K) 6,000 5,000 4,000 3,000 2,000 1,000-640 x 480 640 x 480 640 x 480 800 x 600 800 x 600 800 x 600 1024 x 768 Resolution 1024 x 768 1024 x 768 1280 x 1280 x 1280 x 1024 1024 1024

24 & 8 Bit Colour / Grey Scale 24 8

4 & 1 Bit Colour / Grey Scale 4 1

Displays Cathode Ray Tubes (CRT) use an electron beam to paint the screen and can therefore paint at whatever resolution is required Liquid Crystal Display (LCD) screens are lit using individual transistors per pixel This results in a native resolution for the screen e.g. 1280x1024. An LCD cannot display higher than the native resolution and lower resolutions will look blurred. Make sure your game works at common resolutions since a user will not be happy if it looks blurred at their native resolution LCDs are affected by update latency, e.g. 3,5,10 ms, this causes ghosting when screen shows rapid motion A graphics adapter will update a display with a given refresh rate e.g. 75Hz or 75 times a second. Low rates (<=60Hz) appear to shimmer or flicker as we begin to perceive the updates

Image Types Opaque The image does not store any form of transparency or translucency information It is not See Through Transparent One or more pixel colours are defined as See Through and will not appear when displayed. Translucent Each pixel colour has a defined level at which a background image will show through it - it becomes blended with the background pixel Image Types

Image Types - Example

Raster Image Formats Common Formats in Java GIF 8 bit colour resolution (256 colours) Supports transparency but not translucency High compression, not lossy Best suited to graphic design images, not photos PNG Newer format, similar to GIF but more capable Variable bit depth up to 24 bits/pixel Supports transparency and translucency Best suited to graphic design images JPEG Opaque 24 bit images High compression factor for photos but lossy

Original Picture (JPG) 88.6K

JPEG Mid Level Compression 13.2K

JPEG Hi Level Compression 3.9K

Original (PNG) 26.2K

JPEG High Compression -

Image Formats - Vector Instead of storing each point in the image (pixel) as a separate value, vector image formats store an image as a set of drawing commands. For example: Draw line from 10,10 to 40,40 Draw circle at 30,30 with radius 50 Vector image formats can be very compact They remain precise at all resolutions (scale well) An excellent format for a compact representation of line drawn images but not good for encoding photographs A common web format is Scalable Vector Graphics (SVG)

Anti-Aliasing Anti-aliasing is a technique used to smooth out jagged sections within an image by blurring them with their background. Most frequently used with text but newer graphics cards also support full-screen anti-aliasing with 3D graphics objects This makes objects look smoother and more natural Computing this in real time adds a processor overhead Basic AA will smooth against adjacent pixels Checking immediate neightbours results in 8 comparisons per pixel. More advanced AA will smooth over an increasing number of neighbouring pixels, e.g, 2 pixels out equals 24 comparisons per pixel 1920 x 1200 x 24 / per frame = 55,296,000 40 frames per second = 55,296,000 x 40 equals 2,211,840,000 comparisons per second...

Anti-Aliasing - Example

Summary Overview of Standard Graphics Concepts Display Modes Next ScreenResolutions Bit Depth Image Types & Formats Anti-Aliasing Drawing Graphics in Java