COSC 3461: Module 7 Graphical Display. 2 Issues for Graphical Representation How should the...

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COSC 3461: Module 7 Graphical Display

Transcript of COSC 3461: Module 7 Graphical Display. 2 Issues for Graphical Representation How should the...

COSC 3461: Module 7

Graphical Display

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Issues for Graphical Representation

• How should the graphical images be represented (formally, internally)?

• How should imaged be presented (externally)?

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Frame Buffer Architecture

Display

Display Controller

Frame buffer memory

Application processes

turn contents of frame buffer into visible image

set pixel values

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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

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The Raster

• The raster is the viewable area of the display

• Size of a display– typically given by the diagonal dimension of the

raster – usually specified in inches (e.g., 19”, 17”, 15”,

…)

15”

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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

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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…– 640x480, 1024x768, 1280x1024

• Total number of pixels is n m– 640 480 = 307,200 pixels– 1,600 1,200 = 1,920,000 pixels

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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

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Video RAM

• Why does video RAM matter?• Frame buffer architecture:

Display

Display Controller

Frame buffer memory

Application processes

turn contents of frame buffer into visible image

set pixel values

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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 bytes1 MB = 220 = 1,048,576 bytes

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Resolution

Bits per pixel8 bit 16 bit 24 bit

640 x 480 300 (Kb) 600 900

800 x 600 468.75 937.5 1406.25

1024 x 768 768 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

Video RAMAmount needed is a function of resolution and image depth

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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

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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

manufacturedhttp://electronics.howstuffworks.com/lcd.htm

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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

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Dot Pitch Illustrated

Pixel

Dot Pitch (mm)

Typical values range from 0.15 mm to 0.30 mm

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Dot Pitch Calculation

• What is the dot pitch of 15” display with a resolution of 640 by 480?

640

480

Z

Notes:1. Z = (6402 + 4802)1/2 = 8002. 1 mm = 0.039 inch

Dot pitch = 15 / 800

= 0.01875 inches

= 0.01875 / 0.039 mm

= 0.481 mm

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Models for the Display of 2D 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

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A Pixel Image

pixel

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A Pixel Image

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A Pixel Image

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A Pixel Image

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A Pixel Image

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pixel

A Pixel Image

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Coordinate Systems

• Device coordinates• Physical coordinates

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Device Coordinates

• Typically given in dots or pixelsx horizontally (to the right or left)y vertically (up or down)

• Possible origins– Center– Bottom left– Upper left

• Window coordinates vs. component coordinates

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Component

Java’s Coordinate System

(0,0)

x

y (width – 1, height - 1)

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Example

DemoMouseEvents.java

(x, y)coordinate of pointer incomponent

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Device Coordinates

• What happens when the resolution of the display devices changes?

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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

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Colour

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Vision Basics

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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

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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

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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-wavelengthRed – perceived by long-wavelength cones Green – perceived by medium-wavelength conesBlue – perceived by short-wavelength cones

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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

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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

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Colour

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Colour

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Colour

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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?

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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

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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)

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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

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RGB Model (2)

Color Red Green BlueRed 255 0 0Green 0 255 0Blue 0 0 255Yellow 255 255 0Cyan 0 255 255Magenta 255 0 255White 255 255 255Black 0 0 0

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RGB Model

black

blue red

green

cyancyan yellowyellow

white

magenta

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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

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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

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Pre-definedpalette

For a demo, seeDemoMenu2.java

Java’s JColorChooser (1)

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HSB

Java’s JColorChooser (2)

For a demo, seeDemoMenu2.java

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RGB

Java’s JColorChooser (3)

For a demo, seeDemoMenu2.java

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Microsoft Office

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Paint Shop Pro

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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)

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Illustration of Serifs

AB abAB ab

Times roman

Bookman oldstyle

serifs

A serif is a short line extending from and at an angle to the upper and lower strokes of a letter

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Illustration of Sans Serifs

CD cdCD cd

Arial

Lucida Console

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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)

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Monospaced Illustrated

IM imIM im

Courier new

Lucida Console

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Font Styles for Times New Roman

• Plain

• Italic

• Bold

• Italic + bold

Hello Java World

Hello Java World

Hello Java World

Hello Java World

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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 World48 point font size

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Font Spacing

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Readability of Text

Consider:1. THE SMALL BOY RAN THROUGH THE

HOUSE2. The small boy ran through the house3. The small BOY ran through the house

Which takes longer to read? Which one has an important word?

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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?