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Module_1

The document provides an overview of raster scan and random scan displays, detailing their working mechanisms, advantages, and applications. It explains the concepts of raster images, refresh buffers, and the differences between raster and vector displays, including their respective resolutions and image quality. Additionally, it discusses various display technologies such as CRT, flat panel displays, and input devices used in graphics workstations.

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0% found this document useful (0 votes)
2 views97 pages

Module_1

The document provides an overview of raster scan and random scan displays, detailing their working mechanisms, advantages, and applications. It explains the concepts of raster images, refresh buffers, and the differences between raster and vector displays, including their respective resolutions and image quality. Additionally, it discusses various display technologies such as CRT, flat panel displays, and input devices used in graphics workstations.

Uploaded by

Atul Dwivedi
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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S J P N Trust's

Hirasugar Institute of Technology, Nidasoshi.


Inculcating Values, Promoting Prosperity
Approved by AICTE, Recognized by Govt. of Karnataka, Affiliated to VTU Belagavi &
Recognized Under Section 2(f) of UGC Act, 1956.

Module-1

RANDOM SCAN DISPLAYS AND


RASTER SCAN DISPLAYS

Prof. Rahul Palakar


RASTER SCAN DISPLAY

 Raster: A rectangular array of points or dot.


 An image is subdivided into a sequence of (usually horizontal)
strips known as "scan lines“ which can be further divided into
discrete pixels for processing in a computer system.

A raster image is a collection of dots called pixels


RASTER IMAGE
WORKING

 In a raster scan system, the electron beam is swept across


the screen, one row at a time from top to bottom.
 As the electron beam moves across each row, the beam
intensity is turned on and off to create a pattern of
illuminated spots.
 The return to the left of the screen, after refreshing each
scan line is called Horizontal retrace.
 At the end of each frame the electron beam returns to the
top left corner of the screen to begin the next frame is
called Vertical retrace:
Raster Scan Display
WORKING
• Picture definition is stored in a memory area
called the refresh buffer or frame buffer.
• Refresh buffer or frame buffer is memory
area that holds the set of intensity values for
all the screen points.
• Stored intensity values then retrieved from
refresh buffer and “painted” on the screen one
row (scan line) at a time.
Object as set of discrete points across each scan line
 The quality of a raster image is determined by the total
number of pixels (resolution), and the amount of
information in each pixel (color depth)
 A black-and-white system: each screen point is either
on or off, so only one bit per pixel is needed to control
the intensity of screen positions. Such type of frame
buffer is called Bit map
 High quality raster graphics system have 24 bits per
pixel in the frame buffer (a full color system or a true
color system)
 Refreshing on raster scan displays is carriedout at the
rate 60 to 80 frame per second.
INTERLACING
 On some raster systems (TV), each frame is displays in two
passes using an interlaced refresh procedure.

 Interlacing is primarily used for slower refresh rates.

 An effective technique to avoid Flicker.(Flicker occurs on CRTs


when they are driven at a low refresh rate, allowing the
brightness to drop for time intervals sufficiently long to be
noticed by a human eye)
INTERLACING
APPLICATIONS
 Suited for realistic display of screens
 Home television, computer printers create their
images basically by raster scanning. Laser
printers use a spinning polygonal mirror (or an
optical equivalent) to scan across the
photosensitive drum, and paper movement
provides the other scan axis

 Common raster image formats include BMP (Windows


Bitmap), JPEG (Joint Photographics Expert Group), GIF
(Graphics Interchange Format) , PNG (Portable Network
Graphic), PSD (Adobe PhotoShop)
DISADVANTAGE

• To increase size of a raster image the pixels defining the image


are be increased in either number or size Spreading the
pixels over a larger area causes the image to lose detail and
clarity.
• Produces jagged lines that are plotted as discrete points.
RANDOM SCAN DISPLAY

Random scan display is the use of


geometrical primitives such as points, lines,
curves, and polygons, which are all based
upon mathematical equation.
VECTOR IMAGE
WORKING

When operated as a random-scan


display unit, a CRT has the electron
beam directed only to the parts of
the screen where a picture is to be
drawn.
 Random-scan monitors draw a
picture one line at a time and for
this reason they are also referred to
as vector displays (or stroke-writing
or calligraphic displays).
RASTER SCAN DISPLAY
 Refresh rate depends on the number of lines to
be displayed.
 Picture definition is now stored as a line-
drawing commands an area of memory referred
to as refresh display file (display list).
 To display a picture, the system cycle through
the set of commands in the display file, drawing
each component line in turn.
 Random scan displays are designed to draw all
the component lines of a picture 30 to 60 times
each second
A Raster system produces jagged lines that are plotted as
discrete points sets.

Raster

Outline primitives Filled primitives

 Vector displays product smooth line drawing

Ideal Drawing Vector Drawing


Random scan displays are designed for line-
drawing applications and can not display realistic
shaded scenes
Advantages
 Random scan displays have higher resolution than
raster systems.
 Vector displays produce smooth line drawing.
 This minimal amount of information translates to a
much smaller file size. (file size compared to large
raster images)
 On zooming in, and it remains smooth
 The parameters of objects are stored and can be
later modified.
Color CRT Monitors
 A CRT monitor displays color pictures
by using a combination of phosphors
that emit different color lights.
Methods

1. Beam Penetration

2. Shadow Mask
Beam Penetration Method
Two layers of phosphor (red and
green) are coated onto the inside of the
CRT screen.

The display color depends on haw far


the electron beam penetrates into the
phosphor layers.
Beam Penetration Method

 The speed of the electrons, and


the screen color at any point, is
controlled by the beam
acceleration voltage.
Beam Penetration Method
The beam penetration method:
Used with random scan monitors
Only four colors are possible (red,
green, orange, and yellow).

Quality of pictures is not as good as


with other methods.
Shadow Mask Method
The color CRT has:
Three color phosphor dots (red, green and
blue) at each point on the screen

Three electron guns, each controlling the


display of red, green and blue light.
Shadow Mask Method
Delta Method:

In-line
Method:
Shadow Mask Method
The delta-delta method:
Shadow Mask Method
The in-line method:
Shadow Mask Method
 We obtain color variations by
varying the intensity levels
of the three electron beam.
Shadow Mask Method
Shadow mask methods are:

 Used in raster scan system


(including color TV)

 Designed as RGB monitors.


Shadow Mask Method
 High quality raster graphics system
have 24 bits per pixel in the
frame buffer (a full color system or
a true color system)
Flat Panel Displays

 A class of video devices that have reduce


volume and weight compared to a CRT.

 A significant feature of flat panel displays is


that they are thinner than CRTs.
Flat Panel Displays
Current uses for flat panel displays:
 Small TV monitors
 Calculators
 Pocket video games
 Laptop computers
 Advertisement boars in elevators
Flat Panel Displays
Flat panel displays:
 Emissive or Emitters Displays

 Non-emissive or Non-emitters
Displays
Emissive (or Emitters) Displays

 Emissive displays convert electrical


energy into light.

 Examples: Plasma panel, thin- film


electroluminescent displays, Light-
Emitting Diodes (LED) and flat CRT.
Non-Emissive (or Non-Emitters) Displays
• Use optical effects to convert
sunlight or light from some other
source into graphics pattern.

• Example: Liquid-Crystal Device


(LCD)
Plasma Panel
 By applying high voltage to a pair of horizontal and
vertical conductors, a small section of the gas (tiny neon
bulb) at the intersection of the conductors break down
into glowing plasma of electrons and ions.
Thin Film Electroluminescent
 The region between the glass plates is filled
with a phosphor, such as zinc sulfide doped with
manganese.
Liquid Crystal Displays (LCD)
 Used in small systems, such as calculators,
laptop computers.

 Produce a picture by passing polarized light


(from the surrounding or from an internal
light source) through a liquid-crystal
material that can be aligned to either block
or transmit the light.
Liquid Crystal Displays (LCD)

 Liquid crystal: These compounds


have a crystalline arrangement of
molecules, yet they flow like a
liquid.
Liquid Crystal Displays (LCD)
 Two glass plates, each containing a light polarizer at
right angles to the other plate, sandwich the liquid crystal
materials.
 Rows of horizontal transparent conductor & columns of
vertical conductors (put into glass plates)
Liquid Crystal Displays (LCD)
 Polarized light passing through the
material is twisted so that it will pass
through the opposite polarizer.
 The light is then reflected back t the
viewer.
Liquid Crystal Displays (LCD)
Liquid Crystal Displays (LCD)
 To turn off the pixel, we apply a voltage to the
two intersecting conductor to align the molecules
so that the light is not twisted.
Liquid Crystal Displays (LCD)

On
State

Off
State
RASTER SCAN SYSTEM

 In addition to the central processing unit (CPU), a special


processor, called the video controller or display controller, is
used to control the operation of the display device.

A fixed area of the system memory is reserved for the frame


buffer, and the video controller is given direct access to the
frame buffer memory.

Operation performed:
1. Refreshing operation

2.Transformation (Areas of the screen can be enlarged,


reduces, or moved during the refresh cycles)
The Basic refresh operation of the
video controller.
Frame buffer location, and the corresponding screen positions, are
referenced in Cartesian coordinates
Scan lines are then labeled from ymax at the top of the screen to 0 at
the bottom. Along each scan line, screen pixel positions are labeled
from 0 to xmax
Two registers are used to store the coordinates of the screen pixels.

y max
y Line Scan

x max x
Raster Scan Generator

x Register y Register

Memory Address

Frame Buffer Intensity


DISPLAY PROCESSOR
The purpose of the DP is to free the CPU from the
graphics chores.
A major task of the display processor is

Scan Conversion.
Scan Conversion: is digitizing a picture definition given in
an application program into a set of pixel intensity values
for storage in the frame buffer.
Random SCAN SYSTEM
 Graphic commands are translated by the graphics
package into a display file stored in the system
memory.
 This file is then accessed by the display processor
unit (DPU)(graphic controller) to refresh the screen.
Random SCAN SYSTEM
GRAPHICS WORKSTATIONS AND VIEWING SYSTEMS
• Most graphics monitors today operate as raster-scan displays, and both
CRT and flat-panel systems are in common use.
• Workstations range from small general-purpose computer systems to
multi-monitor facilities, often with ultra-large viewing screens.
• For a personal computer, screen resolutions vary from about 640 by 480 to
1280 by 1024, and diagonal lengths measure from 12 inches to over 21
inches.

High-definition Graphics
systems, with resolutions
up to 2560 by 2048, are
commonly used in
medical imaging, air-
traffic control,
simulation, and CAD. A
2048 by 2048 flat-panel
display

An artist’s workstation, featuring a monitor, a


A high resolution (2048 by 2048)
keyboard, a graphics tablet with a hand
graphics monitor.
cursor, and a light table, in addition to data
storage and telecommunications devices.
GRAPHICS WORKSTATIONS AND VIEWING SYSTEMS
Many high-end graphics workstations also include large viewing screens, Often with
specialized features.

A wide-screen view of a molecular


The SGI Reality Center 2000D, featuring
system displayed on the three-channel
an ImmersaDesk R2 and displaying a
SGI Reality Center 3300W.
large-screen stereoscopic view of
pressure contours in a vascular blood-
flow simulation superimposed on a
volume-rendered anatomic data set.
• Multi-panel display screens are used in a variety of applications that require “wall-sized”
viewing areas.
• These systems are designed for presenting graphics displays at meetings, conferences,
conventions, trade shows, retail stores, museums, and passenger terminals.
A multi-panel display system called
the “Super Wall”.

A large, curved-screen system can be


useful for viewing by a group of people
studying a particular graphics
application

The 3600viewing screen in the NASA airport control-tower


simulator, called the Future Flight Central Facility
GRAPHICAL I N P U T DEVICES
WHAT I S AN I N P UT DEVICE?
 An input device is any peripheral used to provide data and
control signals to an information processing system.
LIST O F SOME I N P U T DEVICES:

• Mouse
• Keyboard
• Trackball
• Space ball
• Joystick
• Digitizer
• Dials
• Button boxes
APPLICATION BASE D I NPUT DEVICES:

• Data gloves
• Touch panels
• Image scanners
• Voice systems
KEYBOARD

IT is a device primarily used to enter TEXT STRINGS.


APLLICATIONS:
 Used to enter Text Strings
 Short cuts to many Functions
In Graphics:
 Used to provide screen coordinates
 Menu selection
 Gaming controls
 And FOR entering many graphics function
MOUS E

• Hand-held BOX used to position the screen cursor


• Wheels or Rollers(now-a-days Laser lights) on the bottom are used to record the
position of the screen
• Generally there are two or three buttons, used for operations like recording of the
cursor positions or invoking of a function
• In order to increase the number of INPUT parameters, additional devices can be
included
• The Z-MOUSE is an example of this
Z-MOUSE
KEY FEATURES
Has three buttons, a thumbwheel on the side, a
trackball on the top and a standard mouse ball
underneath
This provides SIX degrees of freedom to select the
positions, rotations, etc.
Allows 3D viewing

Applications:
•Animation
•Auto CAD
TRACKBALL AND SPACEBALL

TR ACK B ALL: S PACE B ALLS


• It is a 2 D p o s it io n in g d e v ic e . • It p r o v id e s SIX d e g r e e s o f f re e do m.
• It c o n s is t s a ba ll h e ld by a • It is a fix d e v ic e
s o c ke t c o nt a in in g s e n s o r s t o • M o ve me nt d e te c tio n is d o n e u s in g
d e t e c t t h e r o t a t io n o f ba ll s t r a in g a u g e s .
a b o ut TWO a x is . • C urso r c a n m o v e in a n y d ir e c t io n.
• U s e r ro lls t h e ba ll t o m o v e t h e • It is m o r e e f f ic ie nt t h e n tra c kba ll.
c u r so r.
• The y a re o ften mo unted o n
d e v ic e s s u c h a s ke ybo a rds,
Z- mo use , etc.
APPLICATIONS
• Used in CAD workstations.
• In animation.
• Sometimes on special Workstations
suc h as the radar c onsoles in air-
traffic control room.
• In Gaming consoles
• People with a mobility impairment use
trackballs as an assistive technology
input.
J OYS TICK

• Consists of a stick pivoted on a base.


• Used to steer the screen cursor.
• It also has one or two PU SH buttons as input
switches to perform certain actions.
• Most joystick are 2D, but 3D do exist.
• D istance moved from the CENTER position
corresponds to the screen cursor movem ent in
that direction .
APPLICATION S

• In Gaming consoles.
• In 3D animation.
• Used to drive machines like cranes,
mining trucks, hydraulics, etc.
• Used as assistive technology pointing
device such as in Electronic
wheelchairs.
DATA GLOVE
DATA GLOVE

• Used to grasp a “virtual” object.


• Uses sensors to detect the Hand and
finger motion.
• Electromagnetic coupling between
signals provides information about the
position and orientation of the HAND.
• The system interfaces with the computer via
a USB cable.
• Right- and left-handed models are available.
APPLICATION S

• In 3D animation movies.
• Visual effects.
• Gestures can be categorized into
useful information, s uch as to
recognize Sign Language or other
symbolic functions.
• 3D Virtual environment Games.
D IGITIZERS

• Commo n device for drawing, painting, or


interactively selecting coordinate positions
o n a n object
• is a computer input device that enables a user to hand-
draw images, animations and graphics, with a special
pen-like stylus,
• Software converts the analog touch input to lines or
pressure-sensitive brush strokes in a document.
GRAPHICS TABLET

• A graphics tablet is a computer input device that


allows one to hand- draw images and graphics,
similar to the way one draws images with a pencil
and paper. These tablets may also be used to
capture data or handwritten signatures.
• The common drawing TOOLS used to draw are
HAND CURSOR and STYLUS.
• A STYLUS is a pencil -shaped pointing device.
• This Digitizing system uses electromagnetic
resonance to detect the 3D positions of the
STYLUS.
• This allows one to produce different shades of
brush strokes with different pressure on its
surface.
• Acoustic Tablets use sound waves to detect the
position of the STYLUS.
A PP L ICATION S
• Used in generating Computer generated
graphic images.
• Used in creating characters for Animation.
• In Technical drawings and CAD.
• Used for Handwriting recognition.
IMAGE SCANNERS

• In computing, a scanner is a device that optically


scans images, printed text, handwriting, or an
object, and converts it to a digital image.
• When the scanning is performed, the gradation of
gray scale or colors are recorded and stored in an
array.
• Once scanned, any kind of transformations can be
applied to the object image .
LIGHT P ENS

•A light pen is a computer input device in the form of a light-


sensitive wand used in conjunction with a computer's CRT TV set
or monitor
•Allows the users to point to displayed objects and to draw objects
on screen
•The position points are highly accurate and sensitive
•It generates electrical pulse which records the position of the
electron beam
•Not very much popular
GRAPHICS NETWORKS
• Multiuser environments and computer networks
are now common elements in many graphics
applications.
• Various resources, such as processors, printers,
plotters, and data files, can be distributed on a
network and shared by multiple users.
• A graphics monitor on a network is generally
referred to as a graphics server, or simply a
server.
• The monitor includes standard input devices such
as a keyboard and a mouse or trackball.
• In that case, the system can provide input, as well
as being an output server.
• The computer on the network that is executing a
graphics application program is called the client,
and the output of the program is displayed on a
server.
• When operating on a network, a client computer
transmits the instructions for displaying a picture
to the monitor (server).
• This is accomplished by collecting the instructions
into packets before transmission, instead of
sending the individual graphics instructions one at
a time over the network.
GRAPHICS ON THE INTERNET
• A great deal of graphics development is now done on the
Internet, which is a global network of computer
networks.
• World Wide Web provides a hypertext system that allows
users to locate and view documents that can contain text,
graphics, and audio.
• Resources, such as graphics files, are identified by a
uniform resource locator (URL).
Each URL Contains 2 parts:
1. the protocol for transferring the document.
2. the server that contains the document and, optionally,
the location (directory) on the server.
• For example, the URL http://www.siggraph.org
indicates a document that is to be transferred
with the hypertext transfer protocol (http) and
that the server is www.siggraph.org, which is the
home page of the Special Interest Group in
Graphics (SIGGRAPH) of the Association for
Computing Machinery.
• Documents on the Internet can be constructed
with the Hypertext Markup Language (HTML).
• HTML provides a simple method for describing a
document containing text, graphics, and
references (hyperlinks) to other documents.
GRAPHICS SOFTWARE
There are two broad classifications for computer-
graphics software:
1. Special purpose packages.
2. general programming packages.
Special-purpose packages are designed for
nonprogrammers who want to generate pictures,
graphs, or charts in some application area without
worrying about the graphics procedures that might
be needed to produce such displays.
• By contrast, a general programming package
provides a library of graphics functions that
can be used in a programming language such
as C, C++, Java, or Fortran.
• A set of graphics functions is often called a
computer-graphics application programming
interface (CG API), because the library
provides a software interface between a
programming language (such as C++) and the
hardware.
Coordinate Representations
• To generate a picture using a programming package,
we first need to give the geometric descriptions of
the objects that are to be displayed.
• These descriptions determine the locations and
shapes of the objects.
Ex: a box is specified by the positions of its corners
(vertices), and a sphere is defined by its center position
and radius.
• With few exceptions, general graphics packages
require geometric descriptions to be specified in a
standard, right-handed, Cartesian-coordinate
reference frame.
• If coordinate values for a picture are given in
some other reference frame they must be
converted to Cartesian coordinates before they
can be input to the graphics package.
• In general, several different Cartesian reference
frames are used in the process of constructing
and displaying a scene.
1. First, we can define the shapes of individual
objects, such as trees or furniture, within a
separate coordinate reference frame for each
object - are called modeling coordinates, or
sometimes local coordinates or master
coordinates.
2. Once the individual object shapes have been
specified, we can construct (“model”) a scene by
placing the objects into appropriate locations
within a scene reference frame called world
coordinates- involves the transformation of the
individual modeling-coordinate frames to specified
positions and orientations within the world-
coordinate frame.

Geometric descriptions in modeling coordinates and world


coordinates can be given in any convenient floating-point
or integer values, without regard for the constraints of a
particular output device.
• After all parts of a scene have been specified, the
overall world-coordinate description is processed
through various routines onto one or more
output-device reference frames for display - is
called the viewing pipeline.
3. World coordinate positions are first converted to
viewing coordinates corresponding to the view we
want of a scene, based on the position and
orientation of a hypothetical camera.
Then object locations are transformed to a two-
dimensional projection of the scene, which
corresponds to what we will see on the output
device.
4. The scene is then stored in normalized
coordinates, where each coordinate value is in the
range from −1 to 1 or in the range from 0 to 1,
depending on the system- are also referred to as
normalized device coordinates.
5. Finally, the picture is scan converted into the
refresh buffer of a raster system for display. The
coordinate systems for display devices are
generally called device coordinates, or screen
coordinates in the case of a video monitor.
Bresenham's circle algorithm

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