b88ce37920b3ac406796df40667a7c22.ppt
- Количество слайдов: 63
COSC 3461: Module 7 Graphical Display
Issues for Graphical Representation • How should the graphical images be represented (formally, internally)? • How should imaged be presented (externally)? 2
Frame Buffer Architecture Frame buffer memory Display set pixel values Application processes Display Controller turn contents of frame buffer into visible image 3
Issues for Graphical Representation • Consider the hardware for graphics: – Cathode Ray Tube (CRT) – Liquid Crystal Display (LCD) – Thin Film Transistor (TFT) – Pen plotter, laser printer 4
The Raster • The raster is the viewable area of the display 15” • Size of a display – typically given by the diagonal dimension of the raster – usually specified in inches (e. g. , 19”, 17”, 15”, …) 5
Pixels • Image composed of a discrete number of “points” • Each point has a image depth • Image depth is the number of bits used to represent each pixel – How many colours (or shades of grey) can be represented? – It is a function of image depth: • 1 bit: can distinguish between black or white • 8 bits (1 byte): can distinguish among 28 = 256 shades or grey or 256 colours • 24 -bit (3 bytes): can distinguish among 224 = 16. 8 million colours 6
Resolution • Resolution is the number of pixels on a display • Given as: n by m – n is the number of pixels across the display – m is the number of pixels down the display • Typical resolutions range from… – 640 x 480, 1024 x 768, 1280 x 1024 • Total number of pixels is n m – 640 480 = 307, 200 pixels – 1, 600 1, 200 = 1, 920, 000 pixels 7
Aspect Ratio • Aspect ratio: – the ratio of the width to height of a display screen – w: h • For a 640× 480 display: – the aspect ratio is 4: 3 (640: 480) • Related: – Landscape • The width is greater than the height – Portrait • The height is greater than the width 8
Video RAM • Why does video RAM matter? • Frame buffer architecture: Frame buffer memory Display set pixel values Application processes Display Controller turn contents of frame buffer into visible image 9
Video RAM Requirements • Amount of video RAM required = total number of pixels × the number of bits/pixel • Examples – 640 480 8 = 2, 457, 600 bits = 307, 200 bytes = 300 KB – 1, 600 1, 200 24 = 46, 080, 000 bits = 5, 760, 000 bytes = 5, 625 KB = 5. 49 MB • Note: 1 KB = 210 = 1024 bytes 1 MB = 220 = 1, 048, 576 bytes 10
Video RAM Amount needed is a function of resolution and image depth Resolution Bits per pixel 8 bit 16 bit 24 bit 640 x 480 300 (Kb) 600 900 800 x 600 468. 75 937. 5 1406. 25 1024 x 768 1536 2304 1152 x 1024 1152 2304 3456 1280 x 1024 1280 2560 3840 1600 x 1200 1875 3750 5625 See previous slide for calculations 11
Quality of Images • Refresh Rate – number of times an image is displayed in 1 second. – 75 Hz recommended minimum (considered “flicker-free”) • Convergence – the capacity of red, green, or blue electron beams in cathode ray tube (CRT) displays to strike the same point on a screen – misalignment of electron beams causes colour purity error – an issue for CRT, but not for LCD displays • Dot Pitch 12
LCD, TFT • Liquid Crystal Display (LCD) – passive- and active-matrix variants – active-matrix LCDs depends on Thin Film Transistors (TFT) • TFT display means the LCD is “active matrix” • all TFT displays are LCD displays – some LCDs exist that are not TFT • they are “dual scan” screens • older laptops, no longer being manufactured http: //electronics. howstuffworks. com/lcd. htm 13
Dot Pitch • Dot pitch is a measure of the diagonal distance between pixels on a display screen – pixels might be phosphor dots or liquid crystals 14
Dot Pitch Illustrated Pixel Dot Pitch (mm) Typical values range from 0. 15 mm to 0. 30 mm 15
Dot Pitch Calculation • What is the dot pitch of 15” display with a resolution of 640 by 480? Dot pitch = 15 / 800 = 0. 01875 inches Z 480 640 = 0. 01875 / 0. 039 mm = 0. 481 mm Notes: 1. Z = (6402 + 4802)1/2 = 800 2. 1 mm = 0. 039 inch 16
Models for the Display of 2 D Images • Stroke Model – images composed of strokes; each stroke has a colour and a thickness – inadequate for realistic or complex images • Region Model – strokes define closed regions, which are then filled • Pixel Model 17
A Pixel Image pixel 18
A Pixel Image 19
A Pixel Image 20
A Pixel Image 21
A Pixel Image 22
A Pixel Image pixel 23
Coordinate Systems • Device coordinates • Physical coordinates 24
Device Coordinates • Typically given in dots or pixels x horizontally (to the right or left) y vertically (up or down) • Possible origins – Center – Bottom left – Upper left • Window coordinates vs. component coordinates 25
Java’s Coordinate System (0, 0) x Component y (width – 1, height - 1) 26
Example Demo. Mouse. Events. java (x, y) coordinate of pointer in component 27
Device Coordinates • What happens when the resolution of the display devices changes? 28
Physical Coordinates • Sometimes need to specify display coordinates in physical units – points, inches, feet, cm, meters • The applications must perform conversions – for display, for printing 29
Colour 30
Vision Basics 31
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Vision Basics • photoreceptors are situated on the retina – two types: rods and cones • several layers of cells cover the photoreceptors – when light enters eye, it passes through these layers of cells before it hits the photoreceptors – foveal and peripheral vision - correspond to different parts of the retina 33
Areas of the Retina • fovea – in center of retina, specialized for acute detailed vision • top layer of cells are almost absent • tight packing of receptors (cones, no rods) • periphery of retina – proportion of rods to cones increase toward edge of retina 34
Colour • Hue is what we normally think of as colour – e. g. , red vs. orange vs. yellow vs. green etc. – three types of cones: short-, medium-, and long-wavelength Red – perceived by longwavelength cones Green – perceived by mediumwavelength cones Blue – perceived by shortwavelength cones 35
Colour • Intensity – also called luminance or brightness • how much light/dark – rods are more sensitive to light than cones • are not specialized to particular wavelengths, instead attuned to a broad spectrum of light 36
Colour • Dyschromatopsia – A condition in which the ability to perceive colours is not fully normal • 5 -8% of males, 0. 5% of women • red-green colour blindness most prevalent 37
Colour 38
Colour 39
Colour 40
Colour • Ratio of cones to rods in human retina is 1: 10 – what does this mean for relative sensitivity to variations in hue vs. intensity? 41
Colour • In video display, – saturation (also called chroma) is defined as the “purity” of a colour – the amount of hue in proportion to white • High saturation very intense • Low saturation washed out • Zero saturation white – in a video signal: • chrominance refers to the hue and saturation information together • luminance refers to brightness 42
Colour • Models for colour – additive model: • Red-Green-Blue (RGB) • Cyan-Magenta-Yellow (CMY) • any colour is obtained by the addition/subtraction of basic components in specific proportions – tri-stimulus model: • • a non-linear transformation of RGB colour space Hue-Saturation-Intensity (HSI) Hue-Saturation-Value (HSV) Hue-Saturation-Brightness (HSB) 43
Colour • Red-Green-Blue (RGB) model – additive model – each of RED, GREEN, and BLUE individually specified • Cyan-Magenta-Yellow (CMY) model – – – subtractive model magenta plus yellow produces red magenta plus cyan makes blue cyan plus yellow generates green the combination of cyan, magenta and yellow form black 44
RGB Model (2) Color Red Green Blue Yellow Cyan Magenta White Black Red 255 0 0 255 255 0 Green 0 255 255 0 Blue 0 0 255 255 0 45
RGB Model white cyan yellow green magenta blue red black 46
Colour Hue-Saturation-Value (HSV) model – Each of hue, saturation, and brightness individually specified – artists sometimes prefer HSV model over alternative models (RGB, CMY) • similarities to the way humans perceive colour 47
Colour Choosers • Use a colour chooser to control colour – also called colour picker • Colour selected three ways: – From a pre-defined palette – By manipulating HSB values – By manipulating RGB values 48
Java’s JColor. Chooser (1) Pre-defined palette For a demo, see Demo. Menu 2. java 49
Java’s JColor. Chooser (2) HSB For a demo, see Demo. Menu 2. java 50
Java’s JColor. Chooser (3) RGB For a demo, see Demo. Menu 2. java 51
Microsoft Office 52
Paint Shop Pro 54
Text • One of most common elements in interfaces • Text has three primary attributes: – Font family • e. g. , Courier, Verdana, Palatino – Style (e. g. , bold, italic, bold-italic) – Size and Spacing (e. g. , 10 point, 24 point, etc) 55
Illustration of Serifs Times roman Bookman oldstyle AB ab serifs A serif is a short line extending from and at an angle to the upper and lower strokes of a letter 56
Illustration of Sans Serifs Arial Lucida Console CD cd 57
Three Basic Types of Font Families • Types with serifs: – e. g. , Times Roman – Serif fonts facilitate human perception, distinguishing among letters • Sans serif types: – e. g. , Arial – Without serifs • Monospaced or fixed-pitch types: – e. g. , Courier – Each character occupies the same amount of horizontal space (cf. variable pitch) 58
Monospaced Illustrated Courier new Lucida Console IM im 59
Font Styles for Times New Roman • Plain Hello Java World • Italic Hello Java World • Bold Hello Java World • Italic + bold Hello Java World 60
Font Size • Font size is measured in points – 72 points per inch, 1 point = 1 / 72 inch – The smallest typographical unit of measurement Hello Java World 48 point font size 61
Font Spacing 62
Readability of Text Consider: 1. THE SMALL BOY RAN THROUGH THE HOUSE 2. The small boy ran through the house 3. The small BOY ran through the house Which takes longer to read? Which one has an important word? 63
Readability of Text Consider: 1. The small boy ran through the house. 2. The small boy ran through the house. Which one is easier to read on paper? Which one is produced better on-screen? 64