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Computer Graphics 
Hardware and 
Software 
Lecture Notes, 
CEng 477
What is Computer 
Graphics? 
● Different things in different contexts: 
– pictures, scenes that are generated by a 
computer. 
– tools used to make such pictures, software and 
hardware, input/output devices. 
– the whole field of study that involves these tools 
and the pictures they produce. 
● Use of computer to define, store, manipulate, 
interrogate and present pictorial output.
● How pictures are represented in computer 
graphics? 
● How pictures are prepared for presentation? 
● How interaction within the picture is 
accomplished?
Computer Graphics 
Applications 
● Art, entertainment, and publishing 
– movie production, animation, special effects 
– computer games 
– World Wide Web 
– Book, magazine design, photo editing 
● CG and Image processing (syntesis vs. 
analysis) 
● Simulations (education, training) 
● CAD architectural, circuit design etc. 
● Scientific analysis and visualization 
● Graphical User Interfaces
Display (Video 
Display Device) 
● Most CG on video monitors 
● Still most popular: Cathode Ray Tube (CRT) 
● Other popular display types: 
– Liquid Crystal Display 
– Plasma display 
– Field Emission Displays 
– Digital Meromirror Devices 
– Light Emitting Diodes 
– 3D display devices (hologram or page scan 
methods)
1. cathode rays 
emitted by the 
electron gun 
CRT 
2. focusing and 
deflection 
3. when electron 
beams contact 
screen phosphor 
emits light 
4. light fades, 
redraw required 
in a small period 
(refresh)
CRT types 
● Direct View Storage Tubes (not CRT, no need 
for refresh, pictures stored as a permanent 
charge on phosphor screen) 
● Calligraphic refresh CRT (line drawing or 
vector random scan, need refreshing) 
● Raster-scan (point by point refreshing) 
● Refresh rate: # of complete images 
(frames) drawn on the screen in 1 second. 
Frames/sec. 
● Frame time: reciprocal of the refresh rate, 
time between each complete scan. sec/frame
Vector Scan 
● Picture definition is stored as a set of line-drawing 
commands in a refresh buffer. 
● to display a picture, the system cycles 
through the set of commands in the buffer 
● Designed for line drawing applications (CAD)
Raster Scan 
● Screen is a regular grid of samples called 
pixels (picture element) 
● Screen is refreshed line by line 
non-interlaced interlaced, cycle 1 interlaced, cycle 2 interlaced, 2 cycles 
● Interlacing: Avoid flickering affect for small 
refresh rates. 
interlaced 50Hz: actually 25Hz
● resolution: a 2D term that measures the 
number of scan-lines and the number of 
pixels on each line (maximum number of 
points that can be displayed without overlap 
on a CRT) 
● black and white display only binary pixels. 
● intensity of a pixel can be achieved by the 
force of electron beam (gray scale) 
● color display?
Color Displays 
● Beam penetration method: 
special phosphors emitting different colors for 
different intensity of electron. Slow, limited colors. 
● Shadow mask method: 
3 electron guns + a shadow mask grid. Intensities of 
3 colors result in an arbitrary color pixel. (most TVs 
and monitors)
● black and white: 1 bit per pixel. 
● gray scale: 1 byte per pixel (256 gray levels) 
● true color: 3 bytes=24pits per pixel (224 
colors) 
● indexed color frame buffer: each pixel uses 1 
byte, an index entry in a colormap table 
matching the color to the actual color.
Vector vs Raster Scan 
● raster scan monitors: 
– inexpensive 
– filled areas, patterns 
– refresh process is independent (constant for any 
complex scene) 
● vector scan monitors: 
– Smooth lines. no need for scan conversion: lines 
to pixels. (raster scan solution antialiasing) 
– sometimes memory and CPU efficient 1000 lines: 
Vector scan: 2000 endpoints and 1000 operations 
Raster scan: whole frame buffer 1000 scan 
conversions.
LCD Displays 
● Thinner and lighter. No tube and electron 
beams. 
● Blocking/unblocking light through polarized 
crystals. 
● A matrix of LC cells 
one for each pixel. 
● No refresh unless the 
screen changes. 
● Color 3 cells per pixel.
Simple Raster Display 
System 
● Frame buffer: stored pixel map of screen 
● Video controller just refreshes the frame 
buffer on the monitor periodically. 
Peripheral 
Devices 
System Bus 
CPU 
System 
Memor 
y 
Frame 
Buffer 
Video 
Controller 
Monito 
r
● Inexpensive 
● Scan conversion of output primitives (lines, 
rectangles etc.) done by the CPU. Slow. 
● As refresh cycle increases, memory cycles 
used by the video controller increases. 
Memory is less available to CPU. 
● Solution: Graphics Display Processor
Graphics Display 
Processor 
● Scan conversion, output primitives, raster 
operations (double buffering) 
● Separete frame 
buffer 
CPU 
System Bus 
D. Proc. 
memory. 
Frame 
Buffer 
Peripheral 
Devices 
Video 
Controller 
Monito 
r 
Display 
Processor 
System 
Memory
Computer Graphics 
Software 
● Rendering Primitives 
– Models are composed of, or can be converted to, 
a large number of geometric primitives. 
– Typical rendering primitives directly supported in 
hardware include: 
● Points (single pixels) 
● Line segments 
● Polygons (perhaps simple, triangle, rectangle)
– Modeling primitives include these, but also 
● Piecewise polynomial (spline) curves 
● Piecewise polynomial (spline) surfaces 
● Implicit surfaces (quadrics, blobbies, etc.) 
● Other... 
– Software renderer may support modeling 
primitives directly, or may convert them into 
polygonal or linear approximations for hardware 
rendering
Algorithms 
● A number of basic algorithms are needed: 
– Transformation: Convert representations of 
models/primitives from one coordinate system to 
another 
– Clipping/Hidden surface removal: remove 
primitives and part of primitives that are not 
visible on the display 
– Rasterization: Convert a projected screen space 
primitive to a set of pixels.
● Advanced algorithms: 
– Picking: select a 3D obejct by clicking an input 
device over a pixel location. 
– Shading and illumination: Simulate the 
interaction of light with a scene. 
– Animation: Simulate movement by rendering a 
sequence of frames.
Application 
Programming 
Interfaces 
● X11: 2D rasterization 
● Postscript, PDF: 2D transformations, 2D 
rasterization 
● Phigs+, GL, OpenGL, Direct3D: 3D pipeline 
● APIs provide access to rendering hardware 
via conceptual model. 
● APIs abstract the hardware implementations 
and algorithms in standard software calls.
● For 3D interactive applications, we might 
modify the scene or a model directly or just 
the change the attributes like viewing 
information. 
● We need to interface to input devices in an 
event-driven, asynchronous and device 
independent fashion. APIs and toolkits are 
also defined for this task. GLUT, Qt, GTK, 
MFC, DirectX, Motif, Tcl/Tk.
Graphics Rendering 
Pipeline 
● Rendering: conversion from scene to 
image 
3D 
Scene 2D Image 
● Scene is represented as a model composed 
of primitives. Model is generated by a 
program or input by a user. 
● Image is drawn on an output device: 
monitor, printer, memory, file, video frame. 
Device independence.
● Typically rendering process is divided into 
steps called the graphics pipeline. 
● Some steps are implemented by graphics 
hardware. 
● Programmable graphics accelerator, GPU: 
programmable pipelines in graphics hardware
● The basic forward projection pipeline: 
Model 
Model 
Model 
M1 
M2 
M3 
3D World 
Scene 
3D View 
Scene 
V 
P Clip Normalize 2D/3D Device 
Scene 
2D Image 
Projection 
Rasterization 
Modeling 
Transformations 
Viewing 
Transformations 
MCS WCS VCS 
NDCS DCS 
SCS

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Computer graphics - Nitish Nagar

  • 1. Computer Graphics Hardware and Software Lecture Notes, CEng 477
  • 2. What is Computer Graphics? ● Different things in different contexts: – pictures, scenes that are generated by a computer. – tools used to make such pictures, software and hardware, input/output devices. – the whole field of study that involves these tools and the pictures they produce. ● Use of computer to define, store, manipulate, interrogate and present pictorial output.
  • 3. ● How pictures are represented in computer graphics? ● How pictures are prepared for presentation? ● How interaction within the picture is accomplished?
  • 4. Computer Graphics Applications ● Art, entertainment, and publishing – movie production, animation, special effects – computer games – World Wide Web – Book, magazine design, photo editing ● CG and Image processing (syntesis vs. analysis) ● Simulations (education, training) ● CAD architectural, circuit design etc. ● Scientific analysis and visualization ● Graphical User Interfaces
  • 5. Display (Video Display Device) ● Most CG on video monitors ● Still most popular: Cathode Ray Tube (CRT) ● Other popular display types: – Liquid Crystal Display – Plasma display – Field Emission Displays – Digital Meromirror Devices – Light Emitting Diodes – 3D display devices (hologram or page scan methods)
  • 6. 1. cathode rays emitted by the electron gun CRT 2. focusing and deflection 3. when electron beams contact screen phosphor emits light 4. light fades, redraw required in a small period (refresh)
  • 7. CRT types ● Direct View Storage Tubes (not CRT, no need for refresh, pictures stored as a permanent charge on phosphor screen) ● Calligraphic refresh CRT (line drawing or vector random scan, need refreshing) ● Raster-scan (point by point refreshing) ● Refresh rate: # of complete images (frames) drawn on the screen in 1 second. Frames/sec. ● Frame time: reciprocal of the refresh rate, time between each complete scan. sec/frame
  • 8. Vector Scan ● Picture definition is stored as a set of line-drawing commands in a refresh buffer. ● to display a picture, the system cycles through the set of commands in the buffer ● Designed for line drawing applications (CAD)
  • 9. Raster Scan ● Screen is a regular grid of samples called pixels (picture element) ● Screen is refreshed line by line non-interlaced interlaced, cycle 1 interlaced, cycle 2 interlaced, 2 cycles ● Interlacing: Avoid flickering affect for small refresh rates. interlaced 50Hz: actually 25Hz
  • 10. ● resolution: a 2D term that measures the number of scan-lines and the number of pixels on each line (maximum number of points that can be displayed without overlap on a CRT) ● black and white display only binary pixels. ● intensity of a pixel can be achieved by the force of electron beam (gray scale) ● color display?
  • 11. Color Displays ● Beam penetration method: special phosphors emitting different colors for different intensity of electron. Slow, limited colors. ● Shadow mask method: 3 electron guns + a shadow mask grid. Intensities of 3 colors result in an arbitrary color pixel. (most TVs and monitors)
  • 12. ● black and white: 1 bit per pixel. ● gray scale: 1 byte per pixel (256 gray levels) ● true color: 3 bytes=24pits per pixel (224 colors) ● indexed color frame buffer: each pixel uses 1 byte, an index entry in a colormap table matching the color to the actual color.
  • 13. Vector vs Raster Scan ● raster scan monitors: – inexpensive – filled areas, patterns – refresh process is independent (constant for any complex scene) ● vector scan monitors: – Smooth lines. no need for scan conversion: lines to pixels. (raster scan solution antialiasing) – sometimes memory and CPU efficient 1000 lines: Vector scan: 2000 endpoints and 1000 operations Raster scan: whole frame buffer 1000 scan conversions.
  • 14. LCD Displays ● Thinner and lighter. No tube and electron beams. ● Blocking/unblocking light through polarized crystals. ● A matrix of LC cells one for each pixel. ● No refresh unless the screen changes. ● Color 3 cells per pixel.
  • 15. Simple Raster Display System ● Frame buffer: stored pixel map of screen ● Video controller just refreshes the frame buffer on the monitor periodically. Peripheral Devices System Bus CPU System Memor y Frame Buffer Video Controller Monito r
  • 16. ● Inexpensive ● Scan conversion of output primitives (lines, rectangles etc.) done by the CPU. Slow. ● As refresh cycle increases, memory cycles used by the video controller increases. Memory is less available to CPU. ● Solution: Graphics Display Processor
  • 17. Graphics Display Processor ● Scan conversion, output primitives, raster operations (double buffering) ● Separete frame buffer CPU System Bus D. Proc. memory. Frame Buffer Peripheral Devices Video Controller Monito r Display Processor System Memory
  • 18. Computer Graphics Software ● Rendering Primitives – Models are composed of, or can be converted to, a large number of geometric primitives. – Typical rendering primitives directly supported in hardware include: ● Points (single pixels) ● Line segments ● Polygons (perhaps simple, triangle, rectangle)
  • 19. – Modeling primitives include these, but also ● Piecewise polynomial (spline) curves ● Piecewise polynomial (spline) surfaces ● Implicit surfaces (quadrics, blobbies, etc.) ● Other... – Software renderer may support modeling primitives directly, or may convert them into polygonal or linear approximations for hardware rendering
  • 20. Algorithms ● A number of basic algorithms are needed: – Transformation: Convert representations of models/primitives from one coordinate system to another – Clipping/Hidden surface removal: remove primitives and part of primitives that are not visible on the display – Rasterization: Convert a projected screen space primitive to a set of pixels.
  • 21. ● Advanced algorithms: – Picking: select a 3D obejct by clicking an input device over a pixel location. – Shading and illumination: Simulate the interaction of light with a scene. – Animation: Simulate movement by rendering a sequence of frames.
  • 22. Application Programming Interfaces ● X11: 2D rasterization ● Postscript, PDF: 2D transformations, 2D rasterization ● Phigs+, GL, OpenGL, Direct3D: 3D pipeline ● APIs provide access to rendering hardware via conceptual model. ● APIs abstract the hardware implementations and algorithms in standard software calls.
  • 23. ● For 3D interactive applications, we might modify the scene or a model directly or just the change the attributes like viewing information. ● We need to interface to input devices in an event-driven, asynchronous and device independent fashion. APIs and toolkits are also defined for this task. GLUT, Qt, GTK, MFC, DirectX, Motif, Tcl/Tk.
  • 24. Graphics Rendering Pipeline ● Rendering: conversion from scene to image 3D Scene 2D Image ● Scene is represented as a model composed of primitives. Model is generated by a program or input by a user. ● Image is drawn on an output device: monitor, printer, memory, file, video frame. Device independence.
  • 25. ● Typically rendering process is divided into steps called the graphics pipeline. ● Some steps are implemented by graphics hardware. ● Programmable graphics accelerator, GPU: programmable pipelines in graphics hardware
  • 26. ● The basic forward projection pipeline: Model Model Model M1 M2 M3 3D World Scene 3D View Scene V P Clip Normalize 2D/3D Device Scene 2D Image Projection Rasterization Modeling Transformations Viewing Transformations MCS WCS VCS NDCS DCS SCS