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CRTs A Review
Raster Displays (early 70s)
like television, scan all pixels in regular pattern
use frame buffer (video RAM) to eliminate sync problems
RAM
MB (256 KB) cost $2 million in 1971
Do some math
- 1280 x 1024 screen resolution = 1,310,720 pixels
- Monochrome color (binary) requires 160 KB
- High resolution color requires 5.2 MB
Display Technology
Plasma Display Panel Pros
Large viewing angle
Good for large-format displays
Fairly bright
Cons
Expensive
Large pixels (~1 mm versus ~0.2 mm)
Phosphors gradually deplete
Less bright than CRTs, using more power
Display Technologies:
Organic LED Arrays
Organic Light-Emitting Diode (OLED) Arrays
The display of the future? Many think so.
OLEDs function like regular semiconductor LEDs
But they emit light
Thin-film deposition of organic, lightemitting molecules through vapor
sublimation in a vacuum.
Dope emissive layers with fluorescent
molecules to create color.
Display Technologies:
Organic LED Arrays
OLED pros:
Transparent
Flexible
Light-emitting, and quite bright (daylight visible)
Large viewing angle
Fast (< 1 microsecond off-on-off)
Can be made large or small
Available for cell phones and car stereos
Display Technologies:
Organic LED Arrays
OLED cons:
Not very robust, display lifetime a key issue
Currently only passive matrix displays
Passive matrix: Pixels are illuminated in scanline
order (like a raster display), but the lack of
phospherescence causes flicker
Active matrix: A polysilicate layer provides thin
film transistors at each pixel, allowing direct pixel
access and constant illumination
Movie Theaters
U.S. film projectors play film at 24 fps
Projectors have a shutter to block light during frame advance
To reduce flicker, shutter opens twice for each frame resulting in 48
fps flashing
48 fps is perceptually acceptable
Additional Displays
Display Walls
Princeton
Stanford
Additional Displays
Stereo
Visual System
Well discuss more fully later in semester but
Our eyes dont mind smoothing across time
Still pictures appear to animate
Our eyes dont mind smoothing across space
Discrete pixels blend into continuous color sheets
Mathematical Foundations
Angel appendix B and C
Ill give a brief, informal review of some of the
mathematical tools well employ
Geometry (2D, 3D)
Trigonometry
Vector spaces
Points, vectors, and coordinates
Dot and cross products
Scalar Spaces
Scalars:
Addition and multiplication (+ and ) operations defined
Scalar operations are
Associative:
Commutative:
Distributive:
Scalar Spaces
Additive Identity = 0
Multiplicative Identity = 1
Additive Inverse = -
Multiplicative Inverse= -1
Vector Spaces
Two types of elements:
Scalars (real numbers):
Vectors (n-tuples): u, v, w,
Operations:
Addition
Subtraction
Vector Addition/Subtraction
operation u + v, with:
Identity 0 v + 0 = v
Inverse - v + (-v) = 0
Addition uses the parallelogram rule:
v
u+v
v
u
-v
u-v
-v
Affine Spaces
Vector spaces lack position and distance
They have magnitude and direction but no location
Add a new primitive, the point
Permits describing vectors relative to a common location
Point-point subtraction yields a vector
A point and three vectors define a 3-D coordinate system
Points
Points support these operations
Point-point subtraction:
Q-P=v
P+v=Q
Coordinate Systems
Grasp
Right-handed
coordinate
system
Left-handed
coordinate
system
X
Z
Euclidean Spaces
Euclidean spaces permit the definition of distance
Dot product - distance between two vectors
Projection of one vector onto another
Euclidean Spaces
We commonly use vectors to represent:
Points in space (i.e., location)
Displacements from point to point
Direction (i.e., orientation)
We frequently use these operations
Dot Product
Cross Product
Norm
Scalar Multiplication
Scalar multiplication:
Distributive rule: (u + v) = (u) + (v)
( + )u = u + u
Scalar multiplication streches a vector, changing its length
(magnitude) but not its direction
Dot Product
The dot product or, more generally, inner product of two vectors
is a scalar:
v1 v2 = x1x2 + y1y2 + z1z2
(in 3D)
Dot Product
Projecting one vector onto another
If v is a unit vector and we have another vector, w
We can project w perpendicularly onto v
w
v
u w cos( )
vw
w
v w
v w
Dot Product
Is commutative
uv=vu
Cross Product
The cross product or vector product of two vectors is a
vector:
y1 z 2 y 2 z1
v1 v 2 ( x1 z 2 x 2 z1)
x1 y 2 x 2 y1
See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html
Orient your right hand such that your palm is at the
beginning of A and your fingers point in the
direction of A
Twist your hand about the A-axis such that B
extends perpendicularly from your palm
As you curl your fingers to make a fist, your thumb
will point in the direction of the cross product
See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html
Orient your right hand such that your palm is at the
beginning of A and your fingers point in the
direction of A
Twist your hand about the A-axis such that B
extends perpendicularly from your palm
As you curl your fingers to make a fist, your thumb
will point in the direction of the cross product
See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html
Orient your right hand such that your palm is at the
beginning of A and your fingers point in the
direction of A
Twist your hand about the A-axis such that B
extends perpendicularly from your palm
As you curl your fingers to make a fist, your thumb
will point in the direction of the cross product
2D Geometry
Know your high school geometry:
Total angle around a circle is 360 or 2 radians
When two lines cross:
Opposite angles are equivalent
Angles along line sum to 180
Similar triangles:
All corresponding angles are equivalent
Trigonometry
Sine: opposite over hypotenuse
Cosine: adjacent over hypotenuse
Tangent: opposite over adjacent
Unit circle definitions:
sin () = x
cos () = y
tan () = x/y
etc
(x, y)
=m
= rise / run
Slope
P = (x, y)
= (y - y1) / (x - x1)
= (y2 - y1) / (x2 - x1)
P2 = (x2, y2)
P1 = (x1, y1)
Solve for y:
y = [(y2 - y1)/(x2 - x1)]x + [-(y2-y1)/(x2 - x1)]x1 + y1
or: y = mx + b
P2 = (x2, y2)
P1 = (x1, y1)
x