CG Unit1
CG Unit1
Random-Scan Display
• In Random-Scan Display electron beam is directed only to the areas of screen where
a picture has to be drawn. It is also called vector displays, as it draws picture one line
at time. It can draw and refresh component lines of a picture in any speci ed
sequence. Pen plotter is an example of random-scan displays.
• The number of lines regulates refresh rate on random-scan displays. An area of
memory called refresh display les stores picture de nition as a set of line drawing
commands. The system returns back to rst line command in the list, after all the
drawing commands have been processed. High-quality vector systems can handle
around 100, 00 short lines at this refresh rate. Faster refreshing can burn the
phosphor. To avoid this every refresh cycle is delayed to prevent refresh rate greater
than 60 frames per second.
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Random-Scan Display Processors:
Input in the form of an application program is stored in the system memory along with
graphics package. Graphics package translates the graphic commands in application
program into a display le stored in system memory. This display le is then accessed by
the display processor to refresh the screen. The display processor cycles through each
command in the display le program. Sometimes the display processor in a random-scan
is referred as Display Processing Unit / Graphics Controller.
Rasterization:
Rasterization is a process fundamental to digital graphics that converts vectors (such as
lines and shapes de ned by mathematical formulas) into a grid of pixels or dots. This
conversion is essential for displaying intricate graphics on screen or printing them, as
most output devices like monitors, printers, and smartphones operate primarily on a
pixel-based system. Instead of dealing with abstract concepts like lines and curves,
rasterization translates these into a nite set of coloured squares, allowing the digital
representation of images, graphic designs, and even complex scenes in video games and
movies.
The art of rasterization lies in how accurately it can translate these vector shapes into
pixel data. Since the number of pixels on a screen is limited, rasterization algorithms
must decide how to best represent a vector shape using available pixels, balancing delity
to the original shape with the technical limitations of the display.
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