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CRTs – A Review • CRT technology hasn’t changed much in 50 years • Early television technology – high resolution – requires synchronization between video signal and electron beam vertical sync pulse • Early computer displays – avoided synchronization using ‘vector’ algorithm – flicker and refresh were problematic CRTs – A Review • Raster Displays (early 70s) – like television, scan all pixels in regular pattern – use frame buffer (video RAM) to eliminate sync problems • RAM – ¼ 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: LCDs Liquid Crystal Displays (LCDs) • LCDs: organic molecules, naturally in crystalline state, that liquefy when excited by heat or E field • Crystalline state twists polarized light 90º. Display Technology: LCDs Liquid Crystal Displays (LCDs) • LCDs: organic molecules, naturally in crystalline state, that liquefy when excited by heat or E field • Crystalline state twists polarized light 90º Display Technology: LCDs Transmissive & reflective LCDs: • LCDs act as light valves, not light emitters, and thus rely on an external light source. • Laptop screen – backlit – transmissive display • Palm Pilot/Game Boy – reflective display Display Technology: Plasma Plasma display panels • Similar in principle to fluorescent light tubes • Small gas-filled capsules are excited by electric field, emits UV light • UV excites phosphor • Phosphor relaxes, emits some other color 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 Display Technology: DMD / DLP Digital Micromirror Devices (projectors) or Digital Light Processing • Microelectromechanical (MEM) devices, fabricated with VLSI techniques Display Technology: DMD / DLP • DMDs are truly digital pixels • Vary grey levels by modulating pulse length • Color: multiple chips, or color-wheel • Great resolution • Very bright • Flicker problems Display Technologies: Organic LED Arrays Organic Light-Emitting Diode (OLED) Arrays • The display of the future? Many think so. • OLEDs function like regular semiconductor LEDs • But they emit light – Thin-film deposition of organic, lightemitting molecules through vapor sublimation in a vacuum. – Dope emissive layers with fluorescent molecules to create color. http://www.kodak.com/global/en/professional/products/specialProducts/OEL/creating.jhtml Display Technologies: Organic LED Arrays OLED pros: • Transparent • Flexible • Light-emitting, and quite bright (daylight visible) • Large viewing angle • Fast (< 1 microsecond off-on-off) • Can be made large or small • Available for cell phones and car stereos Display Technologies: Organic LED Arrays OLED cons: • Not very robust, display lifetime a key issue • Currently only passive matrix displays – Passive matrix: Pixels are illuminated in scanline order (like a raster display), but the lack of phospherescence causes flicker – Active matrix: A polysilicate layer provides thin film transistors at each pixel, allowing direct pixel access and constant illumination See http://www.howstuffworks.com/lcd4.htm for more info Movie Theaters U.S. film projectors play film at 24 fps • Projectors have a shutter to block light during frame advance • To reduce flicker, shutter opens twice for each frame – resulting in 48 fps flashing • 48 fps is perceptually acceptable European film projectors play film at 25 fps • American films are played ‘as is’ in Europe, resulting in everything moving 4% faster • Faster movements and increased audio pitch are considered perceptually acceptable Viewing Movies at Home Film to DVD transfer • Problem: 24 film fps must be converted to – NTSC U.S. television interlaced 29.97 fps 768x494 – PAL Europe television 25 fps 752x582 Use 3:2 Pulldown • First frame of movie is broken into first three fields (odd, even, odd) • Next frame of movie is broken into next two fields (even, odd) • Next frame of movie is broken into next three fields (even, odd, even)… Additional Displays Display Walls • Princeton • Stanford • UVa – Greg Humphreys Display Wall Alignment Additional Displays Stereo Visual System We’ll discuss more fully later in semester but… • Our eyes don’t mind smoothing across time – Still pictures appear to animate • Our eyes don’t mind smoothing across space – Discrete pixels blend into continuous color sheets Mathematical Foundations Angel appendix B and C I’ll give a brief, informal review of some of the mathematical tools we’ll employ • Geometry (2D, 3D) • Trigonometry • Vector spaces – Points, vectors, and coordinates • Dot and cross products Scalar Spaces • Scalars: a, b, … • Addition and multiplication (+ and h) operations defined • Scalar operations are – Associative: a + (b + g) = (a + b) + g – Commutative: a + b = b + a ahb=bha – Distributive: a h(b h g) = (a h b) h g a h(b + g) = (a h b) + (a h g) Scalar Spaces • Additive Identity = 0 a+0=0+a=a • Multiplicative Identity = 1 ah1=1ha=a • Additive Inverse = -a a + (-a) = 0 • Multiplicative Inverse= a-1 a h a-1 = 1 Vector Spaces Two types of elements: • Scalars (real numbers): a, b, g, d, … • Vectors (n-tuples): u, v, w, … Operations: • Addition • Subtraction Vector Addition/Subtraction • operation u + v, with: – Identity 0 v + 0 = v – Inverse - v + (-v) = 0 • Addition uses the “parallelogram rule”: v u+v u v u -v u-v -v Affine Spaces • Vector spaces lack position and distance – They have magnitude and direction but no location • Add a new primitive, the point – Permits describing vectors relative to a common location • Point-point subtraction yields a vector • A point and three vectors define a 3-D coordinate system Points Points support these operations • Point-point subtraction: Q Q-P=v – Result is a vector pointing from P to Q • Vector-point addition: – Result is a new point v P+v=Q P • Note that the addition of two points is not defined Coordinate Systems Grasp z-axis with hand Thumb points in direction of z-axis Roll fingers from positive x-axis towards positive y-axis Y Y Right-handed coordinate system Z Left-handed coordinate system X X Z Euclidean Spaces • Euclidean spaces permit the definition of distance • Dot product - distance between two vectors • Projection of one vector onto another Euclidean Spaces • We commonly use vectors to represent: – Points in space (i.e., location) – Displacements from point to point – Direction (i.e., orientation) • We frequently use these operations – Dot Product – Cross Product – Norm Scalar Multiplication • Scalar multiplication: – Distributive rule: a(u + v) = a(u) + a(v) (a + b)u = au + bu • Scalar multiplication “streches” a vector, changing its length (magnitude) but not its direction Dot Product • The dot product or, more generally, inner product of two vectors is a scalar: v1 • v2 = x1x2 + y1y2 + z1z2 (in 3D) • Useful for many purposes • Computing the length (Euclidean Norm) of a vector: length(v) = ||v|| = sqrt(v • v) • Normalizing a vector, making it unit-length: v = v / ||v|| v • Computing the angle between two vectors: u • v = |u| |v| cos(θ) • Checking two vectors for orthogonality – u • v = 0.0 u θ Dot Product Projecting one vector onto another • If v is a unit vector and we have another vector, w • We can project w perpendicularly onto v w v u • And the result, u, has length w • v u = w cos( ) vw = w v w =v w Dot Product Is commutative • u•v=v•u Is distributive with respect to addition • u • (v + w) = u • v + u • w Cross Product The cross product or vector product of two vectors is a vector: y1 z 2 - y 2 z1 v1 v 2 = - ( x1 z 2 - x 2 z1) x1 y 2 - x 2 y1 The cross product of two vectors is orthogonal to both Right-hand rule dictates direction of cross product Cross Product Right Hand Rule See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html Orient your right hand such that your palm is at the beginning of A and your fingers point in the direction of A Twist your hand about the A-axis such that B extends perpendicularly from your palm As you curl your fingers to make a fist, your thumb will point in the direction of the cross product Cross Product Right Hand Rule See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html Orient your right hand such that your palm is at the beginning of A and your fingers point in the direction of A Twist your hand about the A-axis such that B extends perpendicularly from your palm As you curl your fingers to make a fist, your thumb will point in the direction of the cross product Cross Product Right Hand Rule See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html Orient your right hand such that your palm is at the beginning of A and your fingers point in the direction of A Twist your hand about the A-axis such that B extends perpendicularly from your palm As you curl your fingers to make a fist, your thumb will point in the direction of the cross product Cross Product Right Hand Rule See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html Orient your right hand such that your palm is at the beginning of A and your fingers point in the direction of A Twist your hand about the A-axis such that B extends perpendicularly from your palm As you curl your fingers to make a fist, your thumb will point in the direction of the cross product Cross Product Right Hand Rule See: http://www.phy.syr.edu/courses/video/RightHandRule/index2.html Orient your right hand such that your palm is at the beginning of A and your fingers point in the direction of A Twist your hand about the A-axis such that B extends perpendicularly from your palm As you curl your fingers to make a fist, your thumb will point in the direction of the cross product 2D Geometry Know your high school geometry: • Total angle around a circle is 360° or 2π radians • When two lines cross: – Opposite angles are equivalent – Angles along line sum to 180° • Similar triangles: – All corresponding angles are equivalent Trigonometry Sine: “opposite over hypotenuse” Cosine: “adjacent over hypotenuse” Tangent: “opposite over adjacent” Unit circle definitions: • sin () = x • cos () = y • tan () = x/y • etc… (x, y) Slope-intercept Line Equation Slope =m = rise / run Slope P = (x, y) y = (y - y1) / (x - x1) = (y2 - y1) / (x2 - x1) P2 = (x2, y2) P1 = (x1, y1) Solve for y: y = [(y2 - y1)/(x2 - x1)]x + [-(y2-y1)/(x2 - x1)]x1 + y1 or: y = mx + b x Parametric Line Equation Given points P1 = (x1, y1) and P2 = (x2, y2) x = x1 + t(x2 - x1) y = y1 + t(y2 - y1) When: • t=0, we get (x1, y1) • t=1, we get (x2, y2) • (0<t<1), we get points on the segment between (x1, y1) and (x2, y2) y P2 = (x2, y2) P1 = (x1, y1) x Other helpful formulas Length = sqrt (x2 - x1)2 + (y2 - y1)2 Midpoint, p2, between p1 and p3 • p2 = ((x1 + x3) / 2, (y1 + y3) / 2)) Two lines are perpendicular if: • M1 = -1/M2 • cosine of the angle between them is 0 Reading Chapters 1 and Appendix B of Angel