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Objectives

At the end of this chapter the reader will be able to:


• Describe and distinguish raster and random scan
displays
• Describe various display devices.
• Describe how color CRT works..
Structure
1. Introduction
2. Refresh CRT
3. Random-Scan and Raster Scan Displays
4. Random–Scan and Raster Scan System
5. Graphics Monitor and Workstation
6. Input Devices
7. Hard Copy Devices
8. Graphics Software
9. Summary
The Primary Output Device of the Graphic System ??

How does this Operate???


Video Monitor

Back
Basic Design of Magnetic deflection CRT
Basic Design of Magnetic deflection CRT
oIntensity Distribution

oResolution

oAspect Ratio

oPersistence
The intensity is greatest at the center of the spot, and
decrease with Gaussian distribution out to the
edges of the spot.
The maximum number of points displayed without
overlap on a CRT is referred to as the resolution.

A more precise definition of resolution is the number


of points per centimeter that can be plotted
horizontally and vertically, although it is often simply
stated as the total number of points in each direction.

This depends on the type of phosphor used and the


focusing and deflection system & the intensity to be
displayed.
Overlap
Another property of video monitors .

This number gives the ratio of vertical points to


horizontal points necessary to produce equal-length
lines in both directions on the screen.

An aspect ratio of 3/4 means that a vertical line plotted


with three points has the same length as a horizontal
line plotted with four points.
Persistence is defined as the time it takes the
emitted light from screen to decay to one-tenth of
its original intensity.
These monitors displays color pictures by using
combination of phosphors that emit different
colored light.

There are two techniques for producing color


displays on CRT. They are :

1. Beam Penetration Method

2. Shadow Mask Method


Similar to simple CRT but contains different colored Phosphor
layers(Red and Green) coated onto inside of the screen.

The displayed color depends on how far the electron beam


penetrates into the layers.

The speed of electrons – beam acceleration voltage.


Slow Electrons  Red color
Fast Electrons  Green color
Intermediate Speed Electrons  Yellow and orange colors

Quality of Picture is not so good and is inexpensive.


Works on the principle of combining the basic colors - Red, green
and Blue - in suitable proportions to get a combination of colors.

Uses 3 electron gun placed one by the side of the other to form a
triangle or a "Delta".

Each pixel point on the screen is also made up of 3 types of


phosphors to produce red, blue and green colors. Before the
phosphor screen is a metal screen, called a "shadow mask".

This plate has holes placed strategically, so that the beams from the
three electron guns are focused on a particular pixel.
When the beam passes through the mask they form a dot
triangle.

Another configuration is inline arrangement of electron


guns and RGB dots on screen are aligned on one scan line.

By varying intensity , we get different colors


(White,Grey,Yellow,Cyan)
Beam Penetration method Shadow Mask method

Where Used It is used with Random Scan It is Used With Raster Scan System to
System to display color. display color.

Colors It can displays Only four colors i.e. Red


it can display Millions of colors.
, Green, Orange and Yellow.

Less colors are available because the Millions of colors are available because
Color Dependency
colors in Beam Penetration depends the colors in Shadow Mask depends
on the speed of the electron beam. on the type of the ray.

It is Less Expensive as compared to It is More Expensive than other


Cost
Shadow Mask. methods.
Shadow Mask gives realism in picture
Quality of picture is not so good i.e.
Picture Quality with shadow effect and millions of
Poor with Beam Penetration Method.
color.
Resolution It gives Low Resolution. It gives High Resolution.

In Beam Penetration method, Color


In Shadow Mask Method, there are no
display depends on how far electron
Criteria such criteria for producing colors. It is
excites outer Red layer and then Green
used in computers, in color TV etc.
layer.
An alternative method for maintaining a screen image is to store the picture
information inside the CRT instead of refreshing the screen.

A direct-view storage tube (DVST) stores the picture information as a charge


distribution just behind the phosphor-coated screen.

Two electron guns are used in a DVST. One, the primary gun, is used to store the
picture pattern; the second, the flood gun, maintains the picture display .

A DVST monitor has both disadvantages and advantages compared to the refresh
CRT. Because no refreshing is needed, very complex pictures can be displayed at
very high resolutions without flicker.

Disadvantages of DVST systems are that they ordinarily do not display color and
that selected parts of a picture cannot be erased. To eliminate a picture section,
the entire screen must be erased and the modified picture redrawn. The erasing
and redrawing process can take several, seconds for a complex picture. For these
reasons, storage displays have been largely replaced by raster systems.
Most common method

Beam is swept across the screen one line at a time,


pixel by pixel

Uses Frame Buffer (an array ,on and off state)

Screen is refreshed 60 times/sec –Interlacing (Odd


numbered and Even numbered lines)

Progressive Scanning – alternate to interlacing,reduces


Flickers- refreshes every line on screen
Also called Vector/Stroke/Calligraphic Displays

Beam is swept across the screen one line at a time, only


intended point

Picture Definition – Display file (set of line drawing


commands)

Only area where picture is drawn is refreshed


 It has Poor or Less Resolution  It has High Resolution

Electron beam is directed from top Electron beam is directed only to


to bottom at a time on screen , but that part of screen is required to be
electron beam is directed to whole drawn.
screen.

It is less expensive It is expensive

Refresh Rate is 60 to 80 frames / Refresh Rate depends on no.of


second lines to be displayed ,30 to 60 times/
second

Stores Picture Definition in Frame Stores Picture Definition in Display


Buffer files

Zig Zag line is produced Smooth line is produced


Interactive raster-graphics systems typically employ
several processing units :

CPU

Special purpose register – Video/Display Controller

System Memory
System Video Monitor
CPU Memory Controller

System Bus

I/O Devices
It consists of the three components :

(1) Frame Buffer

(2) Monitor like a TV set without the tuning and


receiving electronics.

(3) Display Controller It passes the contents of the


frame buffer to the monitor.
System Frame Video Memory
CPU
Memory Buffer Controller

System Bus

I/O Devices
Raster Scan Generator

X Y
Register Register

Memory Address Pixel Intensity


Register

Frame Buffer
Display Processor Frame Video Monitor
Memory buffer Controller

Display System
CPU Processor Memory

System Bus

I/O Devices
System Display
CPU Memory Monitor
Processor

System Bus

I/O Devices
Application programs are stored in system memory. Graphics commands
in the program are translated by the graphics package into a display file
stored in the system memory. This display file is accessed by the display
processor to refresh the screen. Display processor in a random scan system
is referred to as a display processing unit or graphics controller.
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Work station : a desktop computer terminal, typically networked
and more powerful than a personal computer.
1. Keyboard
2. Mouse
3. Trackball & Spaceball
4. Joystick
5. Data Glove
6. Digitizers
7. Image Scanners
8. Touch Panels
9. Light Pens
10. Voice Systems
A device for enter text strings.
Hand held device used to position the cursor.
It is a ball that is a ball that can be rotated with
fingers to produce cursor movements.

Potentiometers attached to the ball , measure the


amount and direction of rotation.

Normally mounted on KB.

2d positioning device.
Spaceball six-degree-of-freedom input devices.

The Spaceball may be used to rotate, translate, and scale


molecules, using up to 6 control axes simultaneously.

The Spaceball can be used independently and


simultaneously with the mouse.

Spaceball are used for 3D positioning and selection


operations in virtual reality systems, modeling, animation,
CAD, and other application.
A joystick is a input device consisting of a stick that pivots
on a base and reports its angle or direction to the device it
is controlling.

Used to select screen positions with actual stick


movement, others respond to pressure on the stick.
A glove equipped with sensors that
sense the movements of the hand and
interfaces those movements with a
computer.

Data gloves are commonly used in


virtual reality environments where the
user sees an image of the data glove
and can manipulate the movements of
the virtual environment using the
glove.
A device for drawing , painting , or interactively
selecting co-ordinate positions on an object.

Conversion of a typically analog object, image or a


signal into digital form.
It is a type of Digitizer.

It enables a user to hand-draw images,


animations and graphics, similar to the
way a person draws images with a pencil
and paper.

These tablets may also be used to capture


data or handwritten signatures. It can also
be used to trace an image from a piece of
paper which is taped or otherwise secured
to the surface. Capturing data in this way,
either by tracing or entering the corners
of linear poly-lines or shapes is called
digitizing.
Is a device that optically scans images, printed
text, handwriting, or an object, and converts it to
a digital image.

Types :
 Drum
 FlatBed
 Film
 Hand Held
 Smart phone Scanner
Touch panels allow displayed objects or screen position s to
be selected with touch of a finger.
Types of Touch Panels :
a. Resistive Film Touch Panels
b. Capacitive Touch panels
c. Surface Capacitive Touch Panels
d. Surface Acoustic Wave Touch
Panels
e. Optical Touch Panels
f. Electromagnetic Induction
Touch Panels
It is in the form of a light-sensitive
wand used in conjunction with a
computer's CRT display.

It allows the user to point to displayed


objects, or draw on the screen, in a
similar way to a touch screen but with
greater positional accuracy.

A light pen can work with any CRT-


based display, but not
with LCD screens, projectors and
other display devices.
A device in which speech is used to input data or
system commands directly into a system.

Such equipment involves the use of speech recognition


processes, and can replace or supplement other input
devices. Some voice input devices can recognize spoken
words from a predefined vocabulary, some have to be
trained for a particular speaker.
The quality of the picture obtained from the device depends on dot
size and no of dots/inch.
Classification :

a) General Programming Package


Provides functions that can be used in HLP Lang.
For Programmers.
Eg : Graphics Library

b)Special Purpose Application Package


Provides functions for graphic Design
For Non Programmers
Eg : CAD
5 Coordinate Representations in Graphics :
General graphics packages are designed to be used with
Cartesian coordinate representations (x,y,z).

Usually several different Cartesian reference frames are used to


construct and display a scene:

Modeling coordinates are used to construct individual object


shapes.

World coordinates are computed for specifying the placement


of individual objects in appropriate positions.
Normalized coordinates are converted from world coordinates,
such that x,y values are ranged from
0 to 1.

Device coordinates are the final locations on the output devices.

(xmc,ymc)  (xwc,ywc)  (xnc,ync) (xdc,ydc)


The basic building blocks for pictures are referred to as Output
Primitives. They include character strings, geometric entities.

Attributes are properties of O/P primitives. It describes how a


primitive should be displayed.

Geometric transformation is changing the size ,position,


orientation of an object within a scene.

Viewing transformations are used to specify the view that is to


be presented & the portion of the o/p display area that is to be
used.
Pictures can be sub divided into small parts called Structures or
segments or objects. Each structure defines one logical unit of
the picture.

I/P functions are used to control and process the data flow from
these interactive devices.

Control operation is responsible for house keeping tasks.


The primary goal of standardized graphics software is
portability.

First Graphic S/W standard : Graphical Kernel System (GKS)


Second Graphic S/W standard : Programmers Hierarchical
Interactive Graphics Standard (PHIGS)
Third Graphic S/W standard : PHIGS+
These standards were adopted by ISO and ANSI.
Fourth Graphic S/W standard : Computer Graphics Interface
(CGI)
Fifth Graphic S/W standard : Computer Graphic Metafile (CGM
)

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