Professional Documents
Culture Documents
Computer Graphics
Handout 1
Graphical Hardware
Graphic hardware can be divided into two major categories of devices: (1) I nput devices
with which the user interacts to generate necessary instruction or data for creating graphics
(2) Display systems where the graphics are rendered on the monitor screen.
Input Devices
Various devices are available for data input on graphics workstations. Most systems have a
keyboard and one or more additional devices specially designed for interactive input. These
include a mouse, trackball, spaceball, joystick, digitizers, dials, and button boxes. Some other
input devices used in particular applications are data gloves, touch panels, image scanners, and
voice systems.
Keyboards
An alphanumeric keyboard on a graphics system is used primarily as a device for entering text
strings. The keyboard is an efficient device for inputting such nongraphic data as picture labels
associated with a graphics display. Keyboards can also be provided with features to facilitate
entry of screen coordinates, menu selections, or graphics functions.
Cursor-control keys and function keys are common features on general purpose keyboards.
Function keys allow users to enter frequently used operations in a single keystroke, and cursor-
control keys can be used to select displayed objects or coordinate positions by positioning the
screen cursor. Other types of cursor-positioning devices, such as a trackball or joystick, are
included on some keyboards. Additionally, a numeric keypad is, often included on the keyboard
for fast entry of numeric data.
Mouse
Display Devices
The display medium for computer graphic-generated pictures has become widely diversified.
Typical examples are CRT-based display, Liquid Crystal, LED and Plasma based display. CRT
display is by far the most common display technology and most of the fundamental display
concepts are embodied in CRT technology. This unit focuses on CRT-based display technologies
explaining the related concepts followed by illustrations of structural and functional components
and working principles of each.
The most prominent part in a personal computer is the display system that makes graphic display
possible. The display system may be attached to a PC to display character, picture and video
outputs. Some of the common types of display systems available in the market are:
1. Raster Scan Displays
2. Random Scan Displays
Pixel therefore, is the smallest element of a displayed image, and dots (red, green and blue) are
the smallest elements of a display surface (monitor screen). The dot pitch is the measure of
screen resolution. The smaller the dot pitch, the higher the resolution, sharpness and detail of the
image displayed.
In order to use different resolutions on a monitor, the monitor must support automatic changing
of resolution modes. Originally, monitors were fixed at a particular resolution, but
for most monitors today display resolution can be changed using software control. This lets you
use higher or lower resolution depending on the need of your application. A higher resolution
display allows you to see more information on your screen at a time and is particularly useful for
They return to the left-most position one line down and scan again, and repeat this to cover the
entire screen. The return of the beam to the leftmost position one line down is called horizontal
retrace during which the electron flow is shut off. In performing this scanning or sweeping type
motion, the electron guns are controlled by the video data stream that comes into the monitor
from the video card. This varies the intensity of the electron beam at each position on the screen.
The instantaneous control of the intensity of the electron beam at each dot is what controls the
colour and brightness of each pixel on the screen. All this happens very quickly, and the entire
screen is drawn in a fraction (say, 1/60th) of a second. An image in raster scan display is
basically composed of a set of dots and lines; lines are displayed by making those dots bright
(with the desired colour) which lie as close as possible to the shortest path between the endpoints
of a line.
In order to avoid flicker, the screen image must be redrawn fast enough so that the eye cannot
tell that refresh is going on. The refresh rate is the number of times per second that the screen is
refreshed. It is measured in Hertz (Hz), the unit of frequency. The refresh rates are somewhat
standardized.
Some monitors use a technique called interlacing to cheat a bit and allow themselves to display
at a higher resolution than is otherwise possible. Instead of refreshing every line of the screen,
when in an interlaced mode, the electron guns sweep alternate lines on each pass. In the first
pass, odd-numbered lines are refreshed, and in the second pass, even numbered lines are
refreshed. This allows the refresh rate to be doubled because only half the screen is redrawn at a
time. The usual refresh rate for interlaced operation is 87 Hz, which corresponds to 43.5 Hz of
‘real’ refresh in half-screen interlacing.
In the Figure above the odd-numbered lines represent scanning one half of the screen and the
even-numbered lines represent scanning of the other half. There are two separate sets of
horizontal and vertical retrace.
Picture definition is stored in a memory area called the frame buffer. This frame buffer
stores the intensity values for all the screen points. Each screen point is called a pixel (picture
element).
On black and white systems, the frame buffer storing the values of the pixels is called a bitmap.
Each entry in the bitmap is a 1 -bit data which determine the on (1) and off (0) of the intensity of
the pixel.
On color systems, the frame buffer storing the values of the pixels is called a pixmap
(Though nowadays many graphics libraries name it as bitmap too). Each entry in the pixmap
occupies a number of bits to represent the color of the pixel. For a true color display, the number
of bits for each entry is 24 (8 bits per red/green/blue channel, each channel 28=256 levels of
intensity value, ie. 256 voltage settings for each of the red/green/blue electron guns).
Random-Scan (Vector Display)
The CRT's electron beam is directed only to the parts of the screen where a picture is to
be drawn. The picture definition is stored as a set of line-drawing commands in a refresh display
file or a refresh buffer in memory.
Random-scan generally have higher resolution than raster systems and can produce
smooth line drawings, however it cannot display realistic shaded scenes.
Display Controller
GRAPHICS SOFTWARE
There are two general classifications for graphics software: general programming packages and
special-purpose applications packages. A general graphics programming package provides an
extensive set of graphics functions that can be used in a high-level programming language, such
as C or FORTRAN. An example of a general graphics programming package is the GL
(Graphics Library) system on Silicon Graphics equipment. Basic functions in a general package
include those for generating picture components (straight lines, polygons, circles, and other
figures), setting color and intensity values, selecting views, and applying transformations. By
contrast, application graphics packages are designed for nonprogrammers, so that users can
generate displays without worrying about how graphics operations work. The interface to the
graphics routines in such packages allows users to communicate with the programs in their own
terms. Examples of such applications packages are the artist's painting programs and various
business, medical, and CAD systems.
Coordinate Representations
With few exceptions, general graphics packages are designed to be used with Cartesian
coordinate specifications. If coordinate values for a picture are specified in some other reference
frame (spherical, hyperbolic, etc.), they must be converted to Cartesian coordinates before they
can be input to the graphics package.
Special-purpose packages may allow use of other coordinate frames that are appropriate to the
application. In general; several different Cartesian reference frames are used to construct and
display a scene. We can construct the shape of individual objects, such as trees or furniture, in a
scene within separate coordinate reference frames called modeling coordinates, or sometimes
local coordinates or master coordinates. Once individual object shapes have been specified, we
can place the objects in to appropriate positions within the scene using a reference frame called
world coordinates. Finally, the world-coordinate description of the scene is transformed to one
or more output-device reference frames for display. These display coordinate systems are
referred to as device coordinates. Or screen coordinates in the case of a video monitor. Modeling
and world coordinate definitions allow us to set any convenient floating-point or integer
dimensions without being hampered by the constraints of a particular output device. For some
Computer Graphics compile by Abrham Y. Page 10
scenes, we might want to specify object dimensions in fractions of a foot, while for other
applications we might want to use millimeters, kilometers, or light-years.