cs 535 intermediate computer graphics
TRANSCRIPT
CS Dept, UK1
CS 535 Computer Graphics
Department of Computer Science
College of Engineering
University of Kentucky
Fuhua (Frank) Cheng
Rm 303, Davis Marksbury Bldg
329 Rose Street
Lexington, KY 40506-0633
CS Dept, UK2
1. Introduction
1.1 Graphics Areas
– Modeling: building specification of shape and
appearance properties that can be stored in computer
– Rendering: creation of shaded images from 3D
computer models
– Animation: to create an illusion of motion through
sequences of images
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Modeling
For example, how should
the pyramid on the right be
represented internally?
You need to record both
geometric and topological
Information:
Vertex Table + Edge Table
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or, these?
shape design/representation using:
implicit surfaces, parametric
surfaces, subdivision surfaces, …
Modeling
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or, these?
particle system
Modeling
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Context free grammar
(fractals, L-system)
Modeling
Or, these?
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Rendering
How should images like these be generated?
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Rendering
Or these?
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Animation
How should an illusion
of motion be generated?
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⚫ Fat horse animation
Animation
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Advantages
❖ Quantitative description
- precise, not easy to be
recognized
❖ Pictorial description
- easy to be recognized
(a picture is worth a
thousand words)
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History
Founded by the PhD thesis of Ivan D. Sutherland
at MIT in 1963,
- A line drawing system with data structures for storing symbol hierarchies and interaction techniques
SIGGRAPH: important CG organization, formed in 1969
Website: http://www.siggraph.org
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Computer Graphics, Computer Vision & Image Processing
Graphics Pattern recognition
(computer vision)
Image processing
(blending together more each year)
Image
Description
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1.2 Applications
⚫ Art, Entertainment, and Publishing
– Movie production, Animation, and Special
Effects
– Computer Games
– Browsing on the World Wide Web
– Slide, Book and Magazine Design
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Examples
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1.2 Applications
⚫ Process Control (Monitoring)
– Status display for refineries, power plants,
computer networks from sensors attached to
critical components
⚫ Simulation
- Flight simulation
- Simulation of the movement of a robot
- Simulation of ’virtual world’
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Virtual World
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1.2 Applications
⚫ Computer Aided Design (CAD)
- Computer Aided Mechanical Part Design (big
market)
- Computer Aided Architectural Design
- Electrical Circuit (IC) Design (big market)
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Examples of CAD
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1.2 Applications
⚫ Scientific Analysis and Visualization
– Assist scientists in understanding measured
data
– Provide insight into complex mathematical
ideas
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Bar chart
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0
50
100
150
200
250
300
350
400
Mit (1) Staford (2) CMU (3) Berkeley (4) Cornell (5)
Faculty
PhD Students
PhDs graduated
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1.3 Elements of Pictures Created inComputer Graphics
⚫ Output Primitive:
- polylines
- text
- filled regions
- raster images
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Examples
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1.4 A Graphics System
Mouse
Tablet
Key
board
Input
Device
Output
Device
monitor
Memory
Processor Frame
buffer
Pointing
devices
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Cathode Ray Tube (CRT)
Output Devices (Video monitors)
Liquid Crystal Display (LCD)
(Flat-panel display)
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Control
grid
Focusing
system Vertical
deflection
Horizontal
deflection
(Electron lens)
Cathode
Heating
filament
Phospher
coating
Metallic
coatingVideo Monitor (CRT)
Electron gun Deflection systems Dis
pla
y s
urfa
ce
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Video Monitor (CRT)
Electron gun: generate an electron beam to excite
pixels of the display surface
Deflection systems: to guide/control direction of
the electron beam (to trace a
picture on screen)
(most crucial part of the monitor)
Display surface: where image is created/shown
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Control
grid
Focusing
system
Vertical
deflection
Horizontal
deflection
(Electron lens)
Cathode
Heating
filament
Phospher
coating
Metallic
coating
Electron gun
Video Monitor (CRT)
--
--
--
--
--
--
: : : : : : : :
Electrons
Negative
voltage
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Control
grid
Focusing
system
Vertical
deflection
Horizontal
deflection
(Electron lens)
Cathode
Heating
filament
Phospher
coating
Metallic
coating
Electron gun
Electron
bean
Video Monitor (CRT)
+ +
+ +
+ +
+ +
+
- - - - -
- - - - -
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Where is “light” from?
Phospher: when struck by electron beams, kinetic
energy carried by the electrons is transferred to the
electrons of the phospher atoms, so the electrons of
the phospher atoms jump to a higher quantum
energy levels.
These excited electrons return to their previous
quantum levels by giving up their extra energy in
the form of light at frequency depicted by the
quantum theory
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Energy → Light
Quantum
level
Time
Stable
level
Start to release
quantum energy in
the form of light
Energy level is
stable again,
no light emitted
after this point
persistence
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Control
grid
Focusing
system
Vertical
deflection
Horizontal
deflection
(Electron lens)
Cathode
Heating
filament
Phospher
coating
Metallic
coating
Electron gun
Electron
bean
Video Monitor (CRT)
+ +
+ +
+ +
+ +
+
- - - - -
- - - - -
Light
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Control
grid
Focusing
system
Vertical
deflection
Horizontal
deflection
(Electron lens)
Cathode
Heating
filament
Phospher
coating
Metallic
coating
Electron gun
Electron
bean
Video Monitor (CRT)
+ +
+ +
+ +
+ +
+
- - - - -
- - - - -
Light
- - - - -
+ + + +
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Why is ‘refresh’ necessary?
Persistence: the time from the removal of excitation
to the moment when phosphersense decayed to 10%
of the initial light output
Refresh rate: number of times per second a picture
is redrawn (determined by persistence)
Fusion frequency: the refresh rate above which a
picture stops flickering & fuses into a steady picture
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Note
⚫ Refresh rate for raster scan display is fixed (30 to
120), independent of the picture complexity
⚫ Highly dynamic applications (such as computer
games) need low-persistence phospher.
CAD applications tend to use long-persistence
phospher.
⚫ The relationship between fusion frequency and
persistence is nonlinear.
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1.5 Display Processing Unit
Image
Storage
System
Image
Display
System
Image
Creation
SystemCPU
(Scan
Conversion)(Frame
Buffer)
(Image
Controller)
Display
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Scan
Controller
Frame Buffer
Intensity
To
Deflection
Display Processing Unit (a simple two-color
raster –scan system)
1 0 0 1 1 0 1
Pixel value
X-address
Y-address
1
0 0 0
0 1 1
1 0 1 1 0 0 1 0
Display Screen
1
Image Controller
(DPU)
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Image Creation System
⚫Scan-converts abstract representation
of an image into appropriate pixel
values in the frame buffer
40
Frame Buffer
Scan Conversion
(a, b)
(c, d)
(Scan Conversion)
(p, q)
(r, s)
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Image Storage System(frame buffer, bitmap)
⚫ refresh memory arranged as a 2D array; each
entry corresponds to a screen pixel
(i.e., dimension of the frame buffer is the same
as the resolution of the screen)
⚫ each entry is composed of a number of bits;
brightness and/or color value of each pixel of the
screen is stored in corresponding entry in frame
buffer
⚫ implemented with solid state RAM
42
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Storage System (a simple two-color
raster –scan system)
1 0 0 1 1 0 1
Pixel value
X-address
Y-address
1
0 0 0
0 1 1
1 0 1 1 0 0 1 0
Display Screen
1
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Image Display System(video/image controller, DPU)
⚫ cycle through frame buffer row by row,
60 or 120 times/sec
⚫ memory reference addresses are generated in
synchronism with the raster scan; contents of the
memory are used to control monitor beam’s intensity
⚫ changes in frame buffer is done during the 1.3
millisecond flyback (or, vertical retrace) time
⚫ interlaced raster scan (to produce a picture whose
effective refresh rate is closer to 120 than to 60 Hz).
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Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
45
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
1
0 0 0
0 0 0
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
First row, first pixel
46
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
0
0 0 1
0 0 0
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
First row, second pixel
47
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
1
0 1 0
0 0 0
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
First row, third pixel …
48
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
1
0 0 0
0 0 1
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
Second row, first pixel …
49
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
0
1 1 1
1 1 1
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
Last row, last pixel ( 1/ 60 sec)
50
Scan
Controller
Frame Buffer
Intensity
To
Deflection
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 0
Pixel value
X-address
Y-address
….
0 0 0
0 0 0
Image Controller
1 0 1 1 0 0 1 0
1 0 1 1 1 0 1 1
1 0 1 1 0 0 1 0
1 0 1 1 0 0 1 0
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
0 0 1 1 1 0 1 1
Fly back (to do the next refresh cycle)
(1.3 millisecond; update frame buffer)
51
Scan
Controller
Frame Buffer
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
?
0 0 0
0 0 0
Image Controller
1 1 0 0
1 1 1 0
1 1 1 0
Do a right-shift of the X- and the Y-registers before
sending the indices to the Frame Buffer
What if dimension of the frame buffer is differentfrom resolution of the display surface?
52
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
1
0 0 1
0 0 0
1 1 0 0
1 1 1 0
1 1 1 0
First row, first pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
0
0
After right-shift
53
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
0
0 1 0
0 0 0
1 1 0 0
1 1 1 0
1 1 1 0
First row, third pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
1
0
After right-shift
54
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
0
0 1 1
0 0 0
1 1 0 0
1 1 1 0
1 1 1 0
First row, fourth pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
1
0
After right-shift
…
55
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
1
0 0 0
0 0 1
1 1 0 0
1 1 1 0
1 1 1 0
Second row, first pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
0
0
After right-shift
56
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
1
0 0 1
0 0 1
1 1 0 0
1 1 1 0
1 1 1 0
Second row, 2nd pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
0
0
After right-shift
57
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
0
0 1 0
0 0 1
1 1 0 0
1 1 1 0
1 1 1 0
Second row, 3rd pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
1
0
After right-shift
58
Scan
Controller
Intensity
To
Deflection
1 0 0 0
Pixel value
X-address
Y-address
0
0 1 1
0 0 1
1 1 0 0
1 1 1 0
1 1 1 0
Second row, 4th pixel, of the screen
What if dimension of the frame buffer is differentfrom resolution of the display surface?
1
0
After right-shift
CS Dept, UK59
1.6 Shadow Mask Color Monitor
Shadow mask
Screen
Blue gun
Green gun
Red gun
Red
Green
Blue
CS Dept, UK60
Shadow Mask Color Monitor
⚫ phospher dots (red, green, blue) are arranged in triangular pattern called triad (or, pixel)
⚫ three electron guns are used
⚫ A shadow mask, behind the view surface, is equipped so that each small hole for each triad (holes are aligned so that each electron gun excites its corresponding phospher dot)
⚫ resolution of these monitors is limited- (high resolution: triads are on about .21mm centers)
- (home TV: triads are on about .60mm centers)
CS Dept, UK61
Scan
Controller
Frame Buffer
1.7 Display with Lookup Table (LUT)
CRT
Screen
X address
Y address
0 0 0
0 1 1To
Deflection
LUT
R G B12 bits(x0, y0)
(x0, y0)
Shadow mask CRT
CS Dept, UK62
Display with Lookup Table (LUT)
⚫ each number stored in frame buffer is an
index (address) into a lookup table (color
table or color map)
⚫ Lookup table provides significant saving on
memory while gives the ability to change
colors from picture to picture
CS Dept, UK63
1.8 Flat-Panel Displays
⚫ Liquid-crystal display (LCD)
⚫ Active matrix panel (AMP)
⚫ Plasma panel
CS Dept, UK64
ReflectiveLiquid-crystal display (LCD)
View
direction
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
Without Backlight module
CS Dept, UK65
ReflectiveLiquid-crystal display (LCD)
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
With polarizing effect
Reflective
layer
CS Dept, UK66
ReflectiveLiquid-crystal display (LCD)
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
With polarizing effect
CS Dept, UK67
ReflectiveLiquid-crystal display (LCD)
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
Without polarizing effect
noth
ing
CS Dept, UK68
ReflectiveLiquid-crystal display (LCD)
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
Without polarizing effect
noth
ing
CS Dept, UK69
⚫ Six layers (see the above figure)
⚫ Liquid-crystal is made up of long crystalline molecules arranged in a spiral fashion
⚫ Direction of polarization of polarized light passing through is rotated 90 degrees
⚫ The crystals line up in the same direction when in an electric field, therefore no polarizing effect
ReflectiveLiquid-crystal display (LCD)
CS Dept, UK70
⚫ In this case the light passing through the liquid-
crystal layer will be absorbed by the rear polarizer,
so the viewer sees a dark spot on the display
⚫ To create a dark spot at (x1, y1), use matrix
addressing: applying a negative voltage −V to the
vertical grid wire x1 and a positive voltage +V to
the horizontal grid wire y1 to create an electric
field at (x1, y1).
ReflectiveLiquid-crystal display (LCD)
x1
y1
CS Dept, UK71
⚫ To display dots at (x1, y1) and (x2, y2), cannot
simply apply negative voltage to x1 and x2 and
positive voltage to y1 and y2: that would cause
dots to appear at (x1, y1), (x1, y2), (x2, y1) and
(x2, y2). We have to activate them one at a time.
The display is refreshed one row at a time.
ReflectiveLiquid-crystal display (LCD)
CS Dept, UK72
How an image is created on a reflective LCD?
x0 x1 x2 x7x3 x4 x6x5
y0
y1
y2
y3
y4
y5
y6
y7
_
+
CS Dept, UK73
First row:
x0 x1 x2 x7x3 x4 x6x5
y0
y1
y2
y3
y4
y5
y6
y7
_
+
_
CS Dept, UK74
Second row:
x0 x1 x2 x7x3 x4 x6x5
y0
y1
y2
y3
y4
y5
y6
y7
_
+
_
CS Dept, UK75
Last row:
x0 x1 x2 x7x3 x4 x6x5
y0
y1
y2
y3
y4
y5
y6
y7
CS Dept, UK76
Transmissive LCD (single pixel)
CS Dept, UK77
Color Transmissive LCD (single pixel w/ rgb sub)
CS Dept, UK78
TransmissiveLiquid-crystal display (LCD)
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
With polarizing effect
Back-
light
sourceBright
spot
CS Dept, UK79
TransmissiveLiquid-crystal display (LCD)
Reflective
layer
Horizontal
polarizerHorizontal
grid wires
Liquid-
crystal
layer
Vertical
polarizer
Vertical
grid wires
Without polarizing effect
Back-
light
sourcedark
spot
nothing
CS Dept, UK80
Active Matrix Panel (TFT LCD)
⚫ LCD panel with a thin-film transistor (TFT) at
each grid point
⚫ Transistor can hold the cell in "adjusted"
state until changed
⚫ The display need not be refreshed and is
brighter
CS Dept, UK81
Color Transmissive LCD (single pixel w/ rgb sub)
CS Dept, UK82
Plasma Panel
⚫ Similar to the center part of the previous
figure
⚫ Array of tiny neon bulbs
⚫ Need not be refreshed
CS Dept, UK83
1.9 Input Devices
⚫ Logical Classes of devices and techniques
Logical Device Function Physical device
Keyboard Input character string Alphnumeric keyboard
Locator Indicate a position
and/or orientation
Tablet, mouse,
joystick
Pick Select a displayed entity Light pen
Choice Select from a set of
actions or choicesPFK, mouse
Dial (Valuator) Input an analog
value (number)
Slidebar,
potentiometer
CS Dept, UK84
Mouse – most commonly used
CS Dept, UK85
Mouse – most commonly used
⚫ using mechanical detector or optical detector to
measure motion
⚫ mechanical mice measure distance by turning a
ball (at the bottom) and consequently a pair of
encoders. The encoders measure motion in two
directions.
⚫ old optical mice measure distance traveled by
counting lines on a special pad
CS Dept, UK86
Mouse – most commonly used
⚫ modern surface-independent optical mice work
by using an optoelectronic sensor (essentially, a
tiny low-resolution video camera) to take
successive images of the surface on which the
mouse operates.
⚫ the surface is lit at a grazing angle by a light
emitting diode (LED).
CS Dept, UK87
Mouse – most commonly used
CS Dept, UK88
Mouse – most commonly used
⚫ the purpose is for the texture of the surface to
cast shadows on the surface itself, like the
situation of a hilly terrain lit at sunset.
⚫ images taken of the surface are then compared
to determine how far the mouse has moved.
⚫ the displacement information is then sent to the
computer to update the location of the mouse
cursor.
CS Dept, UK89
Shadow 1
Light
source at
location 1
Light
source at
location 2
Shadow 2
c
dIf I know the value of ‘c’
then based on similar
triangle property, I can
compute ‘d’
ground
CS Dept, UK90
Mouse – most commonly used
⚫ a relative device, has no absolute origin, report
only changes from their former position
⚫ the application program can reposition the cursor
anywhere on the screen
CS Dept, UK91
1.10 Input Modes
⚫ Defined by the relationship between the measure
process and the trigger
– Measure: what the device returns to the user program
– Trigger: a physical action on the device
⚫ The display processing unit contains a number of
registers (buffers). Once initialized, input devices
store appropriate values in these registers
CS Dept, UK92
Scan
Controller
Frame Buffer
Intensity
To
Grid wires
Image Display System (a simple two-color
raster –scan system)
1 0 1 1 0 0 1 1
Pixel value
X-address
Y-address
1
0 0 0
0 1 1
··· ···
Input device
Input device
Input device
···
CS Dept, UK93
Input modes
⚫ Request mode: application program requests
input from a device, the graphics user interface
returns control and the measure of the device
only after the user has triggered the device
⚫ Used with only one device at a time
⚫ Application program cannot provide dynamic
feedback, because application program does not
regain control until the trigger action occurs
CS Dept, UK94
Input modes
⚫ Sample mode: a single device is sampled, and the
measure of the device is immediately returned. No
trigger is needed
⚫ Sequence of user inputs might be lost in sampling.
Why?
⚫ Well-suited for dynamic feedback from the
application program
CS Dept, UK95
Input modes
⚫ Event mode: when a device is triggered, the device
measure with the identifier for the deivce is placed in
an "event queue“ (but application program is not
interrupted)
⚫ Application program first enables all devices whose
use is to be permitted
⚫ Once enabled, a trigger action for any of them
places an event report in an input queue, in order of
occurrence
CS Dept, UK96
Input modes: event mode
- more natural mode for systems with several independent processes and
shared input devices
- typical for a graphical user interface (GUI) and is supported by the library.
- handles both hardware interrupts and software interrupts
Events
GUI
Application
Program
Process
event type 1
Process
event type 2
Process
event type 3
Examine events,
Call processing
module
CS Dept, UK97
1.11 Clients and Servers
⚫ Primary motivation for the development of X Window
System:
"do graphics over a network“
⚫ In a world of distributed computing and networks, building
blocks are entities called "server"
Printer Server Client Client
File Server Computer Server Client
(Server: remote machine supporting client workstations)
CS Dept, UK98
Clients and Servers
However, for X Window System & OpenGL
⚫ Server: device that displays the graphics
(machine in front of the user)
⚫ Client: device that does computation (whatever
machine running the application)
CS Dept, UK99
Concept of X Server
Then (Vector Display Device):
Input DevicesDisplay file
DisplayHost (CPU)
DPU
CS Dept, UK
10
0
Concept of X Server
Now
Server
File ServerClient
X Protocol
X Protocol
Input devices
CPU
Display file
Display
device
End
CS Dept, UK
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8/31/2021
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Class website:
http://www.cs.uky.edu/~cheng/
http://www.cs.uky.edu/~cheng/cs535/CS535-
HomePage-2019f.htm
CS Dept, UK
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