Display Devices
Module 1
• Interactive Input Methods
Topics : • Input Devices
• Logical Classification of Input
Devices
• Devices : • Input functions
• Cathode Ray Tubes
• Random Scan
• Interactive picture construction
techniques
• Raster Scan Devices
• Color CRT Monitors • Graphics
• 3-D Monitors • Software Co-ordinate
representation
• Display Processor : • Graphics Functions
• Random scan system
• Raster scan system • Software Standards
• GKS
• PHIGS
Cathode Ray Tube (CRT):
• CRT is a technology used in
traditional computer monitors and
televisions.
• The image on CRT display is created
by firing electrons from the back of
the tube of phosphorus located
towards the front of the screen.
• Once the electron heats the
phosphorus, they light up, and they
are projected on a screen.
• The colour we view on the screen
is produced by a blend of red, blue
and green light.
CRT Components
Components of CRT:
• Electron Gun: Electron gun consisting of a series of elements, primarily a heating
filament (heater) and a cathode. The electron gun creates a source of electrons which
are focused into a narrow beam directed at the face of the CRT
• Control Electrode: It is used to turn the electron beam on and off.
• Focusing system: It is used to create a clear picture by focusing the electrons into a
narrow beam.
• Deflection Yoke: It is used to control the direction of the electron beam. It creates an
electric or magnetic field which will bend the electron beam as it passes through the
area. In a conventional CRT, the yoke is linked to a sweep or scan generator. The
deflection yoke which is connected to the sweep generator creates a fluctuating electric
or magnetic potential.
• Phosphorus-coated screen: The inside front surface of every CRT is coated with
phosphors. Phosphors glow when a high-energy electron beam hits them.
Phosphorescence is the term used to characterize the light given off by a phosphor after
it has been exposed to an electron beam.
CRT working :
• CRT is a device which converts electric signal (voltage, current) into a visual
signal.
• Cathode emits electrons on being heated up by heater.
• Grid focuses and passes e beam at high speed.
• Anode gives the acceleration. In case an electron deflects, the aquadag
coating on the glass reflects it back.
• Vertical and horizontal deflection plates adjusts the direction of the
electron beam.
• Display screen is coated with phosphor.
• The metal used behind the phosphor coating is zinc sulphate.
• CRT is used in television, desktop and electronic devices.
Random Scan Display:
• Random Scan System uses an electron
beam which operates like a pencil to
create a line image on the CRT screen.
• The picture is constructed out of a
sequence of straight-line segments.
• Each line segment is drawn on the screen
by directing the beam to move from one
point on the screen to the next, where its
x & y coordinates define each point.
• After drawing the picture. The system
cycles back to the first line and design all
the lines of the image 30 to 60 time each
second.
• The process is shown in figure on right.
Advantages and Disadvantages of Random Scan
Advantages: Disadvantages:
1.A CRT has the electron beam 1. Random-Scan monitors cannot
directed only to the parts of the display realistic shades scenes.
screen where an image is to be
drawn.
[Link] smooth line drawings.
[Link] Resolution
Raster Scan Display:
• A Raster Scan Display is based on
intensity control of pixels in the
form of a rectangular box called
Raster on the screen.
• Information of on and off pixels is
stored in refresh buffer or Frame
buffer. Televisions in our house are
based on Raster Scan Method.
• The raster scan system can store
information of each pixel position,
so it is suitable for realistic display
of objects.
• Raster Scan provides a refresh rate
of 60 to 80 frames per second.
Advantages and Disadvantages of Raster Scan
Advantages: Disadvantages:
[Link] image [Link] Resolution
[Link] Different colors to be [Link]
generated
[Link] Scenes are possible.
Random Scan vs Raster Scan : A comparison
Random Scan Raster Scan
1. It has high Resolution 1. Its resolution is low.
2. It is more expensive 2. It is less expensive
3. Any modification if needed is easy [Link] is tough
4. Solid pattern is tough to fill [Link] pattern is easy to fill
5. Refresh rate depends or resolution 5. Refresh rate does not depend on the picture.
6. Only screen with view on an area is displayed. 6. Whole screen is scanned.
7. Beam Penetration technology come under it. 7. Shadow mark technology came under this.
8. It does not use interlacing method. 8. It uses interlacing
9. It is restricted to line drawing applications 9. It is suitable for realistic display.
Vector/Random/Calligraphic/Stroke-Writing
Scan Display
• Display list in Display buffer memory
• Display controller interprets commands and controls deflection
circuit.
• Refresh screen, same information (frame per second).
Raster Scan Display
• Displayed image is stored in the refresh buffer
• Video controller reads the refresh buffer and gives information to the
display controller
• Actual image is drawn
Color CRT Monitors
• It uses the combination of different colored phosphors.
• The CRT Monitor displays by using a combination of these phosphors.
• There are two popular approaches :
• Beam Penetration Method
• Shadow Mask Method
Beam Penetration Method
• Random Scan Monitors
• CRT screen is coated with two phosphor colors : red and green.
• Displayed color depends on the speed of the electron beam.
• Only four colors are produces : red, green, orange and yellow.
• Speed of electron :
• Slow : red color
• High : green color
• Medium : orange or yellow
Beam Penetration Method
Advantages and Disadvantages
• Advantages:
[Link]
• Disadvantages:
[Link] four colors are possible
[Link] of pictures is not as good as with another method.
Shadow-Mask Method:
• Shadow Mask Method is commonly used in Raster-Scan System
because they produce a much wider range of colors than the beam-
penetration method.
• It is used in the majority of color TV sets and monitors.
• A shadow mask CRT has 3 phosphor color dots at each pixel position.
• One phosphor dot emits: red light
• Another emits: green light
• Third emits: blue light
Shadow Beam method
Arrangements
Triad Arrangement
• Triad arrangement of red, green, and blue guns.
• The deflection system of the CRT operates on all 3 electron beams
simultaneously; the 3 electron beams are deflected and focused as a
group onto the shadow mask, which contains a sequence of holes
aligned with the phosphor- dot patterns.
• When the three beams pass through a hole in the shadow mask, they
activate a dotted triangle, which occurs as a small color spot on the
screen.
• The phosphor dots in the triangles are organized so that each
electron beam can activate only its corresponding color dot when it
passes through the shadow mask.
Inline Arrangement
• Another configuration for the 3 electron guns is an Inline
arrangement in which the 3
• electron guns and the corresponding red-green-blue color dots on the
screen, are aligned along one scan line rather of in a triangular
pattern.
• This inline arrangement of electron guns in easier to keep in
alignment and is commonly used in high-resolution color CRT's.
Advantage and Disadvantage of Shadow
Beam Method
• Advantage:
[Link] image
[Link] different colors to be generated
[Link] scenes are possible
• Disadvantage:
[Link] expensive compared with the monochrome CRT.
[Link] poor resolution
[Link] Problem
Interactive Input Methods
• In order to be able to interact with the graphical image input methods
are required.
• These can be used to just change the location and orientation of the
camera, or to change specific settings of the rendering itself.
• Different devices are more suitable for changing some settings then
others.
Input Devices
Categorization of Input Devices
• Logical Input Devices
• Categorized based on functional characteristics.
• Each device transmits a particular kind of data.
• The different types of data are called input primitives.
• Physical Input Devices
• Categorized based on the physical machine.
RM [2]-33
Logical Classification = Input methods :
Input methods can be classified using the following categories:
• Locator
• Stroke
• String
• Valuator
• Choice
• Pick
Logical Classification of Input Devices
Locator
• A device that allows the user to specify one coordinate position.
• Different methods can be used, such as a mouse cursor, where a
location is chosen by clicking a button, or a cursor that is moved using
different keys on the keyboard.
• Touch screens can also be used as locators; the user specifies the
location by inducing force onto the desired coordinate on the screen.
Locator Devices
• Input Primitive: Coordinate position (x,y)
• Examples: Mouse, Keyboard (Cursor-Position Keys),
Tablet(Digitizer), Trackballs, Lightpens.
• Applications: Interactive drawing and editing, Graph
digitizing.
RM [2]-37
Digitizer
RM [2]-38
Joystick and Trackball
RM [2]-39
Stroke
• A device that allows the user to specify a set of coordinate positions.
• The positions can be specified, for example, by dragging the mouse
across the screen while a mouse button is kept pressed.
• On release, a second coordinate can be used to define a rectangular
area using the first coordinate in addition.
String
• A device that allows the user to specify text input.
• A text input widget in combination with the keyboard is used to input
the text.
• Also, virtual keyboards displayed on the screen where the characters
can be picked using the mouse can be used if keyboards are not
available to the application
String Devices
• Input Primitive: A string of characters
• Example: Keyboard
• Applications: Text input
RM [2]-42
Valuator
• A device that allows the user to specify a scalar value.
• Similar to string inputs, numeric values can be specified using the
keyboard.
• Often, up-down-arrows are added to increase or decrease the current
value.
• Rotary devices, such as wheels can also be used for specifying
numerical values.
• Often times, it is useful to limit the range of the numerical value
depending on the value.
Valuator Devices
• Input primitive: Scalar values (typically between 0 and
1).
• Examples: Control Dials, Sensing devices, Joysticks
• Applications: Input of graphics parameters, Graphics
representation of analog values, Process simulation,
Games.
RM [2]-44
Choice
• A device that allows the user to specify a menu option.
• Typical choice devices are menus or radio buttons which provide
various options the user can choose from.
• For radio buttons, often only one option can be chosen at a time.
Once another option is picked, the previous one gets cleared.
Choice Devices
• Input primitive: A selection from a list of options.
• Examples: Mouse, Keyboard (Function Keys), Touch
Panel etc
• Applications: Interactive menu selection, Program
control.
RM [2]-46
Pick
• A device that allows the user to specify a component of a picture.
• Similar to locator devices, a coordinate is specified using the mouse or other
cursor input devices and then back-projected into the scene to determine the
selected 3-D object. It is often useful to allow a certain “error tolerance” so that
an object is picked even though the user did not exactly onto the object but close
enough next to it.
• Also, highlighting objects within the scene can be used to traverse through a list
of objects that fulfill the proximity criterion.
• Certain applications do not allow the use of mouse or keyboard. In particular, 3-D
environments, where the user roams freely within the scene, mouse or keyboard
would unnecessarily bind the user to a certain location.
• Other input methods are required in these cases, such as a wireless gamepad or a
3-D stylus, that is tracked to identify its 3-D location.
Pick Devices
• Input primitive: Selection of a part of the screen.
• Examples: Mouse, Cursor Keys, Tablet.
• Applications: Interactive editing and positioning.
RM [2]-48
Physical Input Devices
• Keyboard (input functions: String, Choice, Locator).
• Mouse (input functions: Locator, Pick, Choice).
• Joystick (input functions: Locator, Valuator).
• Knob (Valuator).
• Tablet (Locator, Pick).
RM [2]-49
3D Interaction Devices (Recent
additions)
These devices are used in advanced rendering
methods and virtual reality systems for providing
information about three dimensional positions and
motion. Few examples are
1. DATA GLOVES
2 SPACE BALLS
RM [2]-50
Space Ball, Data Glove
RM [2]-51
Event Driven Programming
• Mouse clicked.
• Mouse dragged.
• A key is pressed.
• The window is resized. • Register.
• The window is moved. • Define.
Call-back
Event Functions
Event Queue
RM [2]-52
Mouse Interaction
• Mouse Event
• Event that occurs when the mouse button is pressed
or released.
• Mouse Motion Event
• Event that occurs when the mouse is moved while
one of the buttons is pressed.
RM [2]-53
Mouse Event
• Contains the following information:
• Button: The mouse button that is pressed – left,
middle, right.
• State: The state of the button – up, down.
• Position: The position of the mouse when the event
occurs (x, y).
RM [2]-54
Mouse Event (OpenGL)
Registering with Mouse Event: glutMouseFunc(myMouse);
Call-back function:
void myMouse(int button, int state, int x, int y)
Values for button: GLUT_LEFT_BUTTON, GLUT_MIDDLE_BUTTON
GLUT_RIGHT_BUTTON
Values for state: GLUT_UP, GLUT_DOWN
x, y: Screen coordinates of mouse position (origin at top-left corner).
RM [2]-55
Mouse Motion Event
• Contains the following information:
• Position: The current position of the mouse as the
mouse is being dragged holding one of the buttons
pressed. The events are continuously generated as
the mouse button is pressed and dragged.
RM [2]-56
Mouse Motion Event (OpenGL)
Registering with Mouse Motion Event:
glutMotionFunc(myMovedMouse);
Call-back function: void myMovedMouse(int x, int y)
x, y: Screen coordinates of mouse position (origin at top-left corner).
RM [2]-57
Keyboard Event
• Contains the following information:
• key: The ASCII value of the key pressed.
• Position: The current position of the mouse when the
key is pressed.
RM [2]-58
Keyboard Event (OpenGL)
Registering with Keyboard Event:
glutKeyboardFunc(myKeyboard);
Call-back function:
void myKeyboard(unsigned int key, int x, int y)
Values of key: ASCII value for normal keys
GLUT_KEY_LEFT, GLUT_KEY_RIGHT..(Arrow keys)
x, y: Screen coordinates of mouse position (origin at top-left corner).
RM [2]-59
Window Events
• The Window Redraw Event occurs whenever the
window needs to be redrawn. This happens
when the window is first opened and when the
window is exposed by moving another window
off of it.
• The Window Reshape Event is generated when
the window is resized with the mouse.
RM [2]-60
Window Events (OpenGL)
Registering with Window Redraw Event:
glutDisplayFunc(myDisplay);
Registering with Window Reshape Event:
glutReshapeFunc(myReshape);
RM [2]-61
Interactive Picture Construction Techniques
• Interactive picture construction methods are commonly used in
variety of applications, including design and painting packages.
• These methods provide user with the capability to position objects, to
constrain fig. to predefined orientations or alignments, to sketch fig.,
and to drag objects around the screen.
• Grids, gravity fields, and rubber band methods are used to aid in
positioning and other picture construction operations.
• The several techniques used for interactive picture construction that
are incorporated into graphics packages are in following slides.
1. Basic positioning methods
• Basic positioning methods:- coordinate values supplied by locator
input are often used with positioning methods to specify a location
for displaying an object or a character string. Coordinate positions are
selected interactively with a pointing device, usually by positioning
the screen cursor.
2. Constraints
• A constraint is a rule for altering input coordinates values to produce
a specified orientation or alignment of the displayed coordinates. the
most common constraint is a horizontal or vertical alignment of
straight lines.
3. Grids
• Another kind of constraint is a grid of rectangular lines displayed in
some part of the screen area. When a grid is used, any input
coordinate position is rounded to the nearest intersection of two grid
lines.
Gravity Field
• When it is needed to connect lines at positions between endpoints,
the graphics packages convert any input position near a line to a
position on the line. The conversion is accomplished by creating a
gravity area around the line. Any related position within the gravity
field of line is moved to the nearest position on the line. It illustrated
with a shaded boundary around the line.
Rubber Band Methods
• Straight lines can be constructed and positioned using rubber band
methods which stretch out a line from a starting position as the
screen cursor.
Dragging
• This methods move object into position by dragging them with the
screen cursor
Painting and Drawing
• Cursor drawing options can be provided using standard curve shapes
such as circular arcs and splices, or with freehand sketching
procedures. Line widths, line styles and other attribute options are
also commonly found in painting and drawing packages