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Lecture 2
Input Devices
• Graphics card or video card is display adaptor or hardware component whose function is to generate
output images to display. It is also called as dedicated expansion card.
• Components contained on a graphics card include video memory, a RAMDAC and a GPU.
• A GPU is dedicated graphics processor optimized for floating point calculations which are fundamentals
to 3D graphics rendering.
• Graphics card has its own memory called Graphics memory or video memory.
• RAMDAC is Random access Memory Digital To Analog Convertor which converts digital signal to analog
signal for use by computer display which uses analog input such as CRT display.
Advantages of a GPU?
• The GPU’s advanced capabilities were originally used primarily for 3D game rendering .
But now those capabilities are being harnessed more broadly to accelerate
computational workloads in areas such as financial modeling, cutting-edge scientific
research and oil and gas exploration.
• To provide separate dedicated graphics resources including a graphics processor and
memory.
• To relieve some of the burden of the main system resources, namely the Central
Processing Unit, Main Memory, and the System Bus, which would otherwise get
saturated with graphical operations and I/O requests.
• The abstract goal of a GPU, is to enable a representation of a 3D world as realistically
as possible.
• So these GPUs are designed to provide additional computational power that is
customized specifically to perform these 3D tasks.
GPU vs CPU
• A GPU is tailored for highly parallel operation while a CPU executes programs serially.
For this reason, GPUs have many parallel execution units while CPUs have few
execution units .
• GPUs have significantly faster and more advanced memory interfaces as they need to
shift around a lot more data than CPUs.
• GPUs have much deeper pipelines (several thousand stages vs 10-20 for CPUs).
• the CPU is composed of a only few cores with lots of cache memory that can handle a
few software threads at a time. In contrast, a GPU is composed of hundreds of cores
that can handle thousands of threads simultaneously.
• Graphics processors (GPUs) provide a vast number of simple, data-parallel, deeply
multithreaded cores and very high memory bandwidths. the GPU is specialized for
compute-intensive, highly parallel computation – exactly what graphics rendering is
about – and therefore designed such that about 80% of transistors are devoted to data
processing rather than data caching and flow control
5
Selection of 3D Graphics – Related Software
• OpenGL : A cross-language, multi-platform application programming interface (API) for rendering2D and 3D vector graphics. The API is
typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
• CUDA : A parallel computing platform and programming model created by NVIDIA and implemented by the graphics processing
units (GPUs) that they produce. CUDA gives developers direct access to the virtual instruction set and memory of the parallel computational
elements in CUDA GPUs.
Using CUDA, the GPUs can be used for general purpose processing (i.e., not exclusively graphics); this approach is known as GPGPU.
Unlike CPUs, however, GPUs have a parallel throughput architecture that emphasizes executing many concurrent threads slowly, rather
than executing a single thread very quickly.
• Blender: A professional free and open-source 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed
models, interactive 3D applications and video games
(Written in C, C++ and Python)
• WebGL: A JavaScript API for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser without the
use of plug-ins. WebGL programs consist of control code written in JavaScript and shader code that is executed on a computer's Graphics
Processing Unit (GPU). WebGL is designed and maintained by the non-profit Khronos Group.
• DirectX: A collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game
programming and video, on Microsoft platforms. Originally, the names of these APIs all began with Direct, such as Direct3D, DirectDraw,
DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as shorthand term for all of these APIs (the X standing in
for the particular API names) and soon became the name of the collection.
• OpenGL ES
Blender
Relationship between CPU and GPU
8
Output Devices
Raster Devices
• CRT - the common display device for personal computers.
• LCD - A smaller, lighter, lower power replacement for the CRT.
• LED - A smaller, lighter, lower power replacement for the CRT.
• Plasma screens - a more expensive but brighter alternative to LCDs.
• Printers - today's printers are good for both text and graphics
Vector Devices
• Plotters - good for vector graphics.
• Oscilloscope - an early vector graphics output device
Graphics Hardware Devices
Introduction
• Dominant design used in the early VDDs.
• A beam of electrons (cathode rays) emitted by an electron gun, passes
through focusing and deflection systems that direct the beam toward
specified positions on the phosphor-coated screen.
• The phosphor then emits a small spot of light at each position contacted
by the electron beam.
• Because the light emitted by the phosphor fades very rapidly, some
method is needed for maintaining the screen picture.
CRT
Introduction
• One way to keep the phosphor glowing is to redraw the picture repeatedly by quickly
directing the electron beam back over the same points.
• This type of display is called a refresh CRT.
• Heat is supplied to the cathode by directing a current through a coil of wire, called the
filament, inside the cylindrical cathode structure.
• This causes electrons to be 'boiled off" the hot cathode surface.
• In the vacuum inside the CRT envelope, the free, negatively charged electrons are
then accelerated toward the phosphor coating by a high positive voltage.
• The accelerating voltage can be generated with a positively charged metal coating on the
inside of the CRT envelope near the phosphor screen, or an accelerating anode can be
used.
CRT
CRT
Refreshing the Screen
• The entire contents of the frame buffer are displayed on the CRT at a rate high
enough to avoid flicker.
• This rate is called the .
• For a human to see a steady image on most CRT displays, the same path must be
retraced, or refreshed, by the beam at least 60 times per second.
• Current raster-scan displays perform refreshing at the rate of 60 to 80 frames per
second, although some systems now have refresh rates of up to 120 frames per
second.
• Refresh rates are described in units of cycles per second, or Hertz (Hz), where a
cycle corresponds to one frame
(i.e. a refresh rate of 60 frames per second = 60 Hz).
Refresh rate
• On films, below 24 frames per second, we can perceive a gap between successive screen images.
– Old silent films show flicker because they where photographed at a rate of 16 frames per second.
– When sound systems were developed in the 1920s, motion picture film rates increased to 24
frames per second removing flickering.
– Today TV refresh rate is 25 frames per second in Europe and 30 frames per second in the USA.
CRT
The intensity is greater at the center of the spot, and it decreases with
Gaussian distribution out to the edges of the spot.
Control grid
Focusing
System Magnetic
deflection
Base coils
Phosphor
Coated
Screen
Connector
Pins
Electron
Gun Control
grid
voltage
CRT
Focusing system
Deflection coils
Phosphor persistence
• Different kinds of phosphors are available for use in a CRT.
• Besides color, the difference between phosphors is their persistence: how long
they continue to emit light (that is, have excited electrons returning to the ground
state) after the CRT beam is removed.
• Phosphor persistence is defined as the time it takes the emitted light from the
screen to decay to one-tenth of its original intensity.
• Lower persistence phosphors require higher refresh rates to maintain a picture on
the screen without flicker.
• A phosphor with low persistence is useful for animation; a high-persistence
phosphor is useful for displaying highly complex, static pictures.
• Although some phosphors have persistence greater than 1 second, graphics
monitors are usually constructed with persistence in the range from 10 to
60microseconds.
CRT
Screen resolution
0 800
0
x
0
x
600
y
• Developed in the early seventies.
• It is today's dominant hardware technology.
• Almost all graphics systems are raster-based.
• A picture is produced as an array – the raster – of picture elements.
• These elements are called Pixels or Pels (Picture Elements).
• A pixel corresponds to a location, or small area, in the image.
• Collectively, the pixels are stored in a part of memory called the
refresh buffer or frame buffer.
• Electron beam “paints” the picture on screen one line at a
time. Scan line
Horizontal Vertical
retrace retrace
000000000000000000000
000000000111000000000
000000111111111000000
000111111111111111000
000111110000011111000
000111111111111111000
000111111000111111000
000111111000111111000
000111111000111111000
000111111000111111000
000111111111111111000
000000000000000000000
• Refresh rate = 60 to 80 frames per second.
• Each screen point is visited every refresh cycle.
• Their capability to store intensity information for each screen point
makes them well suited for the realistic display of scenes containing
shading and color patterns.
• Interlacing, scanning odd lines in whole screen then even lines, is
also used to reduce flicker.
• Can also use high-persistence phosphor to reduce flicker but causes
image smearing especially with significant animation.
• The frame-buffer with 1-bit intensity is called a bitmap.
• The frame-buffer with multiple-bits intensity is called a pixmap.
• Vector stands for line.
• Developed in the mid-sixties and in common use until the
mid-eighties.
• The electron beam is directed only to parts of the screen
where the picture is to be drawn.
MoveTo (300,800)
LineTo (700,800)
LineTo (500,300)
LineTo (300,800)
• Picture is stored as a set of point- and line-drawing commands with
(x,y) or (x,y,z) endpoint coordinates, as well as character-plotting
commands.
• Refresh rate depends on the number of lines to be displayed. To avoid
flicker it must be at least 30 times per second (30 Hz).
• They are designed to draw all the component lines of a picture 30 to 60
times per second – more than 60 could burn the phosphor.
• High quality vector systems are capable of handling approximately
100,000 lines at this refresh rate.
• They are designed for line drawing applications and cannot display
realistic shaded images.
Ideal line drawing Random scan
Raster scan
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• Vector Device: oscilloscope
The P’s and I’s
• You may have seen the screen resolution described as something like 720p or 1080i.
What does that mean?
• the letters tell you how the picture is "painted" on the monitor. A "p" stands for
progressive , and an "i" stands for interlaced.
• An interlaced display paints all the odd lines first, then all the even lines.
• Since the screen is being painted in alternate lines, flicker has always been a problem
with interlaced scans.
• Manufacturers have tried to overcome this problem in various ways. The most common
way is to increase the number of times a complete screen is painted in a second.
• The most common refresh rate was 60 times per second, which was acceptable for most
people, but it could be pushed a bit higher to get rid of the flicker that some people
perceived.
• As people moved away from the older CRT displays, the terminology changed
from refresh rate to frame rate.
• The frame rate is the speed with which the monitor displays each separate
frame of data.
• The most recent versions of Windows set the framerate at 60 Hertz, or 60
cycles per second, and LED screens do not flicker.
• And the system changed from interlaced scan to progressive scan because the
new digital displays were so much faster.
• In a progressive scan, the lines are painted on the screen in sequence rather
than first the odd lines and then the even lines.
What about the numbers: 720p, 1080p, 1440p, 4K
and 8K?
51
•The three electron beams are deflected and focused as a group onto
the shadow mask, which contains a series of holes aligned with the
phosphor-dot patterns.
•When the three beams pass through a hole in the shadow mask, they
activate a dot triangle, which appears as a small color spot on the
screen.
•The phosphor dots in the triangles are arranged so that each electron
beam can activate only its corresponding color dot when it passes
through the shadow mask.
•Another Configuration for the three electron guns is an IN-LINE
ARRANGEMENT in which the three electron guns, and the
corresponding red-green-blue color dots on the screen, are aligned
along one scan line instead of in a triangular pattern.
•This in-line arrangement of electron guns is easier to keep in alignment
and is commonly used in high-resolution color CRTs.
•We obtain color variations in a shadow-mask CRT by varying the
intensity levels of the three electron beams.
•The color we see depends on the amount of excitation of the red,
green, and blue phosphors.
Color CRT Monitors
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• Current uses for flat-panel displays include:
– Small TV monitors
– Calculators
– Pocket video games
– Laptop computers,
– Armrest viewing of movies on airlines,
– Advertisement boards in elevators,
– Graphics displays in applications requiring rugged, portable
monitors.
• We can separate flat-panel displays into two categories:
emissive displays and non- emissive displays.
9. Emissive Displays
• The emissive displays (or emitters) are devices that
convert electrical energy into light.
• Plasma panels, thin-film electroluminescent
displays, and Light-emitting diodes are examples of
emissive displays.
• Flat CRTs have also been devised, in which electron
beams are accelerated parallel to the screen, then
deflected 90' to the screen.
• But flat CRTs have not proved to be as successful as
other emissive devices.
• It works by initially projecting the electron beam parallel to
the screen and then reflecting it through 90º.
• It has all the performance advantages of the conventional
CRT.
• Available only in small sizes.
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ii. Light Emitting Diodes
Question 1
• Consider three different raster systems with resolutions of 640 by 480 ,1280 by 1024, and 2560 by 2048.
what size frame buffer (in bytes ) is needed for each of these systems to store 12 bits per pixel? How much
storage is required for each system if 24 bits per pixel are to be stored?
Question 2
• List the operating characteristics for the following display technologies: raster refresh systems, vector
refresh systems, plasma panels, and LCDs.
Question 3
• Beam deflection directs the beam to a specified point on the phosphor coated screen.
• This is accomplished either by electrostatic or magnetic deflection. Describe and explain how this is
achieved in a CRT.
Question 4
• Explain briefly on the five major elements for a Computer Graphics System.