Display Technologies: CMSC 435
Display Technologies: CMSC 435
CMSC 435
Recap: Transforms
Basic 2D Transforms: Scaling, Shearing, Rotation, Reflection, Composition of 2D Transforms Basic 3D Transforms: Rotation, Shearing, Translation Homogeneous Coordinates Windowing Transforms: 3 Steps Coordinate Transforms
Display Technologies
Cathode Ray Tubes (CRTs)
Most common display device Evacuated glass bottle (last of the vacuum tubes) Heating element (filament) Electrons pulled towards anode focusing cylinder Vertical and horizontal deflection plates Beam strikes phosphor coating on front of tube
To paint the screen, computer needs to synchronize with the scanning pattern of raster
Solution: special memory to buffer image with scan-out synchronous to the raster. We call this the framebuffer.
Cons:
Requires screen-size memory array Discreet sampling (pixels) Practical limit on size (call it 40 inches) Bulky Finicky (convergence, warp, etc)
CRTs Overview
CRT technology hasnt changed much in 50 years Early television technology
high resolution requires synchronization between video signal and electron beam vertical sync pulse
CRTs Overview
Raster Displays (early 70s)
like television, scan all pixels in regular pattern use frame buffer (video RAM) to eliminate sync problems
RAM
MB (256 KB) cost $2 million in 1971 Do some math
1280 x 1024 screen resolution = 1,310,720 pixels Monochrome color (binary) requires 160 KB High resolution color requires 5.2 MB
Display Technology
Plasma Display Panel Pros
Large viewing angle Good for large-format displays Fairly bright
Cons
Expensive Large pixels (~1 mm versus ~0.2 mm) Phosphors gradually deplete Less bright than CRTs, using more power
Framebuffers
So far weve talked about the physical display device How does the interface between the device and the computers 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
Trivia
How many workstations were used to Render images for Pixars Toy Story? Pixar created a networked bank of 117 Sun SPARC workstations (each containing at least two microprocessors) Using one single-processor computer to render Toy Story would have taken 43 years of nonstop performance Each of the movie's more than 1,500 shots and 114,000 frames were rendered on the RenderFarm, a task that took 800,000 computer hours to produce the final cut. Each frame used up 300 megabytes of data and required from 2 to 13 hours for final processing.