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This document provides an extensive overview of various display technologies relevant to computer graphics, covering both traditional and modern approaches. Key technologies such as Cathode Ray Tubes (CRT), Liquid Crystal Displays (LCD), Plasma Displays, and Organic Light-Emitting Diodes (OLED) are discussed, highlighting their pros and cons, including aspects such as image quality, manufacturing complexity, and cost. Understanding these technologies is essential for students and professionals in computer graphics as they influence digital content creation and user experience.
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CS 551 / 645: Introductory Computer Graphics David Luebke cs551@cs.virginia.edu http://www.cs.virginia.edu/~cs551 David Luebke 9/23/2014
Administrivia • Drop-add forms David Luebke 9/23/2014
Display Technologies: Recap • Cathode Ray Tube (CRT) • Vector displays: • Oscilloscope; computer draws lines on screen • Pros: bright, crisp lines • Cons: Just lines, and a limit on display complexity • Raster displays • Fixed scan pattern: left-to-right, top-to-bottom • Special memory on computer synchronized to scan out with raster pattern of electron gun • Pros: Solid objects, image complexity only limited by memory size and scan-out rates • Cons: Discrete sampling artifacts (aliasing), fast memory very expensive (less true now than then) David Luebke 9/23/2014
Display Technology: Color CRTs • Color CRTs are much more complicated • Requires manufacturing very precise geometry • Uses a pattern of color phosphors on the screen: Delta electron gun arrangement In-line electron gun arrangement David Luebke 9/23/2014
Display Technology: Color CRTs • Color CRTs have • Three electron guns • A metal shadow maskto differentiate the beams David Luebke 9/23/2014
Display Technology: Raster • CRT (raster) pros: • Leverages low-cost CRT technology (i.e., TVs) • Bright! Display emits light • Cons: • Requires screen-size memory array • Discreet sampling (pixels) • Practical limit on size (call it 40 inches) • Bulky • Finicky (convergence, warp, etc) • X-ray radiation… David Luebke 9/23/2014
Display Technology: LCDs • Liquid Crystal Displays (LCDs) • LCDs: organic molecules, naturally in crystalline state, that liquefy when excited by heat or E field • Crystalline state twists polarized light 90º. David Luebke 9/23/2014
Display Technology: LCDs • Liquid Crystal Displays (LCDs) • LCDs: organic molecules, naturally in crystalline state, that liquefy when excited by heat or E field • Crystalline state twists polarized light 90º David Luebke 9/23/2014
Display Technology: LCDs • Transmissive & reflective LCDs: • LCDs act as light valves, not light emitters, and thus rely on an external light source. • Laptop screen: backlit, transmissive display • Palm Pilot/Game Boy: reflective display David Luebke 9/23/2014
Display Technology: Active-Matrix LCDs • LCDs must be constantly refreshed, or they fade back to their crystalline state • Refresh applied in a raster-like scanning pattern • Passive LCDs: short-burst refresh, followed by long slow fade in which LCD is between On & Off • Not very crisp, prone to ghosting • Active matrix LCDs have a transistor and capacitor at every cell • FET transfers charge into capacitor during scan • Capacitor easily holds charge till next refresh David Luebke 9/23/2014
Display Technology: Active Matrix LCDs • Active-matrix pros: crisper with less ghosting • Active-matrix cons: more expensive • Today, most things seemto be active-matrix More on LCDs: http://144.126.176.216/Displays/c3_s1.htm David Luebke 9/23/2014
Display Technology: Plasma • Plasma display panels • Similar in principle to fluorescent light tubes • Small gas-filled capsules are excited by electric field,emits UV light • UV excites phosphor • Phosphor relaxes, emits some other color David Luebke 9/23/2014
Display Technology • Plasma Display Panel Pros • Large viewing angle • Good for large-format displays • Fairly bright • Cons • Still very expensive • Large pixels (~1 mm versus ~0.2 mm) • Phosphors gradually deplete • Less bright than CRTs, using more power David Luebke 9/23/2014
Display Technology: DMDs • Digital Micromirror Devices (projectors) • Microelectromechanical (MEM) devices, fabricated with VLSI techniques David Luebke 9/23/2014
Display Technology: DMDs • DMDs are truly digital pixels • Vary grey levels by modulating pulse length • Color: multiple chips, or color-wheel • Great resolution • Very bright • Flicker problems David Luebke 9/23/2014
Display Technologies: FEDs • Field Emission Devices (FEDs) • Like a CRT, with many small electron guns at each pixel • Unreliable electrodes, needs vacuum • Thin, but limited in size David Luebke 9/23/2014
Display Technologies: Organic LED Arrays • Organic Light-Emitting Diode (OLED) Arrays • The display of the future? Many think so. • OLEDs function like regular semiconductor LEDs • But with thin-film polymer construction: • Thin-film deposition or vacuum deposition process…not grown like a crystal, no high-temperature doping • Thus, easier to create large-area OLEDs David Luebke 9/23/2014
Display Technologies: Organic LED Arrays • OLED pros: • Transparent • Flexible • Light-emitting, and quite bright (daylight visible) • Large viewing angle • Fast (< 1 microsecond off-on-off) • Can be made large or small • OLED cons: • Not quite there yet (96x64 displays…) • Not very robust, display lifetime a key issue David Luebke 9/23/2014
Framebuffers • So far we’ve talked about the physical display device • How does the interface between the device and the computer’s notion of an image look? • Framebuffer: A memory array in which the computer stores an image • On most computers, separate memory bank from main memory (why?) • Many different variations, motivated by cost of memory David Luebke 9/23/2014
Framebuffers: True-Color • A true-color(aka 24-bitor 32-bit)framebufferstores one byte each for red, green, and blue • Each pixel can thus be one of 224 colors • Pay attention toEndian-ness • How can 24-bit and 32-bit mean the same thing here? David Luebke 9/23/2014
Framebuffers: Indexed-Color • An indexed-color (8-bit or PseudoColor) framebuffer stores one byte per pixel • This byte indexes into a color map: • How many colorscan a pixel be? • Cute trick: color-map animation David Luebke 9/23/2014
Framebuffers: Hi-Color • Hi-Color is a popular PC SVGA standard • Packs R,G,B into 16-bits with 5 bits/channel: • Each pixel can be one of 215 colors • Hi-color images can exhibit worse quantization artifacts than a well-mapped 8-bit image David Luebke 9/23/2014
UNIX • Over half the class dreams in C and rules the UNIX world with an iron fist • Thus, we will move the UNIX class to an optional evening section (or two, if necessary) led by Dale • Getting around • Using make and makefiles • Using gdb • We will use 2 libraries: OpenGL and Xforms • OpenGL native on SGIs; on other platforms Mesa David Luebke 9/23/2014
XForms Intro • Xforms: a toolkit for easily building Graphical User Interfaces, or GUIs • See http://bragg.phys.uwm.edu/xforms • Lots of widgets: buttons, sliders, menus, etc. • Plus, an OpenGL canvas widget that gives us a viewport or context to draw into with GL or Mesa. • Quick tour now • You’ll learn the details yourself in Assignment 1 (Monday) David Luebke 9/23/2014
The End • Next up: UNIX, etc. David Luebke 9/23/2014