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CH2 GRAP Lectur

This document discusses graphics hardware and rendering pipelines. It describes common display types like CRT, LCD, and plasma displays. It explains the basics of raster scan and vector scan display technologies. The document also outlines the typical graphics rendering pipeline including modeling transformations, viewing transformations, rasterization, and hidden surface removal techniques like the z-buffer algorithm. It provides an overview of the graphics rendering process from 3D scene to 2D image.

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pyramidmistre
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0% found this document useful (0 votes)
18 views

CH2 GRAP Lectur

This document discusses graphics hardware and rendering pipelines. It describes common display types like CRT, LCD, and plasma displays. It explains the basics of raster scan and vector scan display technologies. The document also outlines the typical graphics rendering pipeline including modeling transformations, viewing transformations, rasterization, and hidden surface removal techniques like the z-buffer algorithm. It provides an overview of the graphics rendering process from 3D scene to 2D image.

Uploaded by

pyramidmistre
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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CHAPTER 2:

Graphics Hardware
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 Light

Emitting Diodes
CRT
3. when electron
beams contact
screen phosphor
emits light

1.cathode rays
emitted by the
electron gun
4. light fades,
2. focusing
redraw required in
and
a small period
deflection
(refresh)
Vector Scan
● Picture definition is stored as a set of line drawing/beam of stream
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
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)
intensity of a pixel can be achieved by the force of

electron beam (gray scale)


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.

Simple Raster Display
System
● Frame buffer: stored pixel map of screen
● Video controller just refreshes the frame buffer on the
monitor periodically.

CPU Peripheral
Devices

System Bus

System Frame Video Monitor


Memory Buffer Controller
● 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

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.
Graphics Rendering
Pipeline
● Rendering: conversion from scene to image

3D Render 2D Image
Scene

● 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:
Modeling Viewing
Transformations Transformations
Model
M1
3D World V 3D View
Model Scene
M2 Scene

Model
M3

MCS WCS VCS

Rasterization
2D/3D Device
P Clip Normalize
Scene

Projection DCS
DCS
2D Image
SCS
Hidden Surface Removal / Visible Surface Detection

Hidden Surface Removal / Visible Surface Detection means detection of


Visible surfaces on projection of 3D object to 2D screen

 Painter Algorithm or Depth Sorting or Priority Fill


 Z Buffer Algorithm
 A Buffer Algorithm
 Scan Line Method ( line coherence)
 Area Subdivision Algorithms ( Warnock's Algorithm ) (area coherence)
Z Buffer Algorithm/ Depth Buffer Algorithm
The two buffers are used for the purpose :

1. Z buffer or Depth Buffer : which stores the Z value of the


corresponding pixel

2. Frame Buffer : which stores the color value ( intensity value


) for the corresponding pixel

The size of these two Buffers is same as the screen size .


1. Initialise the depth buffer and frame buffer so that
for all buffer positions (x, y)
depth Buff(x, y) = 0
frame Buff(x, y) = bgColour

2. Process each polygon in a scene, one at a time

i) For each projected (x, y) pixel position of a polygon,


calculate the depth z
ii) If z < depth Buff(x, y), compute the surface color at
that position and set
depth Buff(x, y) = z
frame Buff(x, y) = surfColor(x, y)
This method only finds one visible surface at each pixel position that
means it deals with only opaque surfaces

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