INTRODUCTION TO
COMPUTER GRAPHICS &
OPENGL
ADMINISTRATION
 Total number of lectures: 24 (Synchronous)+12
(Asynchronous)+9(Doubt clearing sessions+
assessment sessions) (3 credit course)
 Mid Sem- 20%
 End Sem- 50%
 IA- 30%
 2 Class tests - 30% (One before mid term and one
before end term)
 2 quiz – 30% (One before mid term and one before end
term)
 2 Assignment- 40% (One before mid term and one
before end term)
PASSING CRITERIA
 85 or above for Outstanding (O)
 35 Marks is the minimum passing marks
BOOKS/ MATERIAL
 Computer Graphics-C version by Donald Hearn &
M. Pauline Baker
 Computer Graphics with OpenGL by Donald Hearn
& M. Pauline Baker
 Mathematical elements for Computer Graphics; by
D. F. Rogers and J. A. Adams
 Procedural elements for Computer Graphics; by D.
F. Rogers and J. A. Adams
 Computer Graphics & Multimedia by D. Evangeline
& S. Anitha
 Computer Graphics byArnav N Sinha & Arun D
Udai
CONTENTS
 Overview of computer graphics
 Computer graphics application and software
 Description of graphics devices
 Introduction to pixel
INTRODUCTION
 Computer Graphics is the use of computer to define,
store, manipulate and present pictorial output.
A picture is worth a thousand words!
 Typically, the term computer graphics refers to several
different things:
 The representation and manipulation of image data by a
computer
 The various technologies used to create and manipulate images
 The sub-field of computer science which studies methods for
digitally synthesizing and manipulating visual content
Typical graphics system comprises of:
 A host computer with support of fast processor
 large memory
 Frame buffer
 Input devices (mouse, keyboard, joystick, touch
screen, etc.)
 Output devices (printers, plotters, CRT, LCDs etc.)
FRAMEWORK OF GRAPHICS SYSTEM
 Computer Graphics System could be:
 Active : User controls the display with the help of a
GUI, using an input device (ex. Videogame)
 Passive: User cannot control the display (ex.
Television)
COMPUTER GRAPHICS VS IMAGE
PROCESSING VS COMPUTER VISION
 Computer graphics referred to the process of creating
images from abstract models.
 A computer game, for example, might internally keep
track of Mario as a large list of points, where each
point has three numbers representing its (x, y, z)
coordinates. Then, given the coordinates of the
camera, and the direction its facing, the computer
will calculate the color at each row and column in the
final image of Mario that you see on your screen.
COMPUTER GRAPHICS VS IMAGE
PROCESSING VS COMPUTER VISION
 Image processing refers to the process of starting
with an existing image and refining it in some way
to obtain another image.
 For example, if you take a picture with your camera,
you would use an image processing algorithm to try
and make the colors more vibrant, or remove the
blur, or increase the resolution. The output of an
image processing algorithm is another image.
COMPUTER GRAPHICS VS IMAGE
PROCESSING VS COMPUTER VISION
 Computer vision, that refers to the process of
computing an abstract model given an input image.
For example, if you take a picture of a statue of Mario,
a vision algorithm would infer the list of (x, y, z)
coordinates of the points that make up Mario from the
colors at each row and column in the input image.
 Computer vision is the construction of explicit,
meaningful descriptions of physical objects from their
image. The output of computer vision is a description
or an interpretation of structures in 3D scene.
FUNDAMENTAL CONCEPTS AND PRINCIPLES IN
COMPUTER GRAPHICS
 Display Systems: Random scan, Raster refresh
displays, CRT basics, video basics, Flat panel
displays.
 Transformations
 Affine ( 2-D and 3-D ): Rotation, Translation, Scale,
Reflection and Shear.
 Viewing: The Camera Transformations: perspective,
isometric views.
 Scan Conversion and Clipping: Drawing of
Points, Lines, Markers, Curves, Circles, Ellipse,
Polyline, Polygon. Area filling, fillstyle, fill pattern,
clipping algorithms, anti-aliasing etc.
 Hidden Surface Removal: Back face culling,
Painter's algorithm, scanline algorithm, BSP-trees,
Z-buffer/sorting, Ray tracing etc.
 Shading & Illumination: Phong's shading model,
texture mapping, bump mapping, Gouraud shading,
Shadows and background, Color models etc.
 Solid Modeling: Wire-frame, Octrees, Sweep,
Boundary representations, Constructive Solid
Geometry.
unit1_updated.pptx
unit1_updated.pptx
unit1_updated.pptx
 http://realsoft.fi/gallery/
 http://www.realsoft.com/tutorials/firstscene/part1.ht
m
Link to see the Realsoft 3D Tutorials
BASIC ELEMENTS OF COMPUTER GRAPHICS
 Modeling: the process of developing a
mathematical representation of any surface of an
object.
 Rendering: In 3-D graphic design, rendering is the
process of add shading, color and illumination to a
2-D or 3-D wireframe in order to create life-like
images on a screen.
 Animation: refers to the moving images.
GRAPHICS CARD AND GPU
 The graphics card is the hardware as a whole, while the
GPU is a chip, part of the graphics card or an onboard similar,
which stands for "Graphics Processing Unit".
 Graphics card is the piece of hardware that is responsible of
producing output to monitor. GPU is short from
Graphics Processing Unit.
 Graphics Card is a complete board that gets binary data
from the processor and outputs the result to the monitor
in the form of pixels. Now there are lots of components in
the Graphics card like
 GPU
 RAM (A dedicated RAM inside the graphics card used only by
the card. Not to be confused with the system RAM)
 DAC (Digital to Analog Converter) that converts the digital data
to analog format to be displayed in the monitor.
GRAPHICS CARD AND GPU
 Not Only all Laptops But all the computers having a CPU must
have a Graphic Card for basic graphic rendering functions.
 There are two types of graphics card however :
 Built-in : Inside your CPU (eg. Intel integrated graphics)
 Add-on : Additionally added for more graphic intensive tasks (eg.
Nvidia Ge force series)
 Some small scale computers (eg. Calculators etc.. ) do not
require a graphic card and they don’t have one either.
 All laptops come with built in graphics card be it Integrated or
Dedicated.
 Integrated graphics is basically a graphics processing unit
which does not have it's own memory but uses a little amount
of the system memory.
GRAPHICS CARD AND GPU
 It can be a part of the chipset or the CPU and is sufficient for
an average user.
 Dedicated graphics card have their own memory. Say you
have a GeForce GTX 550 Ti with 1GB of memory, it'll utilize
that and not use the system memory. Such cards are used by
serious gamers and people who use graphic intensive
applications.
APPLICATIONS OF COMPUTER GRAPHICS
 GUI (Graphical User Interface)
 Typical components used:
 Menus
 Icons
 Cursors
 Dialog boxes
 Scroll bars
 Buttons
 Valuators
unit1_updated.pptx
APPLICATIONS OF COMPUTER GRAPHICS
 Plotting in business
 Web/ business/ commercial publishing and
advertisements
 Scientific visualization
 Entertainment (movie, TV advertisement, Games
etc.)
 CAD/ CAM design (construction, circuits)
 Multimedia
 Virtual reality
APPLICATIONS OF COMPUTER GRAPHICS
 Cartography- Drawing maps
 Education and training- Flight simulators, sport
simultors, etc.
 Medical Imaging- MRIs, CT Scan, X ray
VARIOUS APIS USED FOR COMPUTER
GRAPHICS
 GKS (Graphics Kernel System)
 SRGP (Simple Raster Graphics Package)
 PHIGS (Programmers Hierarchical Interactive
Graphics System)
 OpenGL
 X-11 based systems
 Direct3D (a subset of DirectX)
 Glide API
 Mantle developed by AMD.
 Metal developed by Apple.
 QuickDraw 3D developed by Apple Computer
starting in 1995, abandoned in 1998
COMPUTER GRAPHICS SOFTWARE
 Photoshop
 Illustrator
 Blender
 Paint Shop Pro
 CorelDRAW
 Adobe Lightroom
 Realsoft
 Digital Image Suite
 Canvas
 Picasa and many more
COMPUTER GRAPHICS DEVICES
 CRT
 EGA/CGA/VGA/SVGA monitors
 Plotters
 Data matrix
 Laser printers
 Flat panel devices
 Video digitizers
 Scanners
 LCD panels
 Keyboard, joystick, mouse
 Touch screen, track ball, etc.
PIXEL
 A pixel is the smallest unit of a digital image or
graphic that can be displayed and represented on a
digital display device.
 A pixel is the basic logical unit in digital graphics.
Pixels are combined to form a complete image,
video, text or any visible thing on a computer
display.
 A pixel is also known as a picture element.
BASIC RELATIONSHIPS BETWEEN PIXELS
 Neighborhood
 Adjacency/ Connectivity
 Paths
NEIGHBORS OF A PIXEL
NEIGHBORS OF A PIXEL
NEIGHBORS OF A PIXEL
NEIGHBORS OF A PIXEL
NEIGHBORS OF A PIXEL
ADJACENCY
ADJACENCY
OR
M-ADJACENCY
 M- adjacency (Mixed adjacency): Mixed adjacency
is a modification of the 8- adjacency. It is introduced
to eliminate ambiguities of 8-adjacency.
 There are cases where 2 pixels are 8-adjacent but
not m-adjacent.
unit1_updated.pptx
CONNECTIVITY
ADJACENCY/ CONNECTIVITY
ADJACENCY/ CONNECTIVITY
PATH & PATH LENGTH
 We can define 4-, 8-, and m-paths based on type of
adjacency used.
DISTANCE MEASURES
DISTANCE MEASURES
1/2
TYPES OF CRT DISPLAY DEVICES
 The most commonly used display device is the
CRT monitor.
 Types of CRT display devices:
 DVST (Direct View Storage Tube)
 Calligraphic or Random Scan display system
 Refresh and raster scan display system
GRAPHICS DISPLAY DEVICES (CRT)
 The primary output device in a graphical system is the
video monitor.
 The main element of a video monitor is the Cathode
Ray Tube (CRT)
 CRT : still the most common video display device
presently
 Consists of:
 Electron gun
 Electron focusing lens
 Deflection plates/ coils
 Electron beam
 Phosphorous coated screen
OPERATION OF AN ELECTRON GUN
ELECTROSTATIC DEFLECTION OF THE
ELECTRON BEAM IN A CRT
BASIC DESIGN OF A MAGNETIC DEFLECTION
CRT
DVST (DIRECT VIEW STORAGE TUBE)
 Storage Tube- It is a CRT with a long persistence
phosphor.
 Pictures drawn on there will be seen for several minutes
before fading.
 Provides flicker-free display.
 Instead of the electron beam directly writing the pictures
on the phosphor coated CRT screen, the writing is done
with the help of a fine-mesh wire grid.
 A pattern of positive charges is deposited on the grid
and this pattern is transferred to the phosphor coated
CRT by a continuous flood of electrons.
 This flood of electrons is produced by a "flood gun"
 Just behind the storage mesh is a second grid called the
collector.
 The function of the collector is to smooth out the flow of
flood electrons.
 Since a large number of electrons are produced at high
velocity by the flood gun, the collector grid, which is also
negatively charged reduces the acceleration on these
electrons and the resulting low velocity flood pass
through the collector and get attracted by the positively
charged portions of the storage mesh (Since the
electrons are negatively charged), but are repelled by
the other portions of the mesh which are negatively
charged (Note that the pattern of positive charges
residing on the storage mesh actually defines the picture
to be displayed).
 Thus, the electrons attracted by the positive
charges pass through the mesh, travel on to the
phosphor coated screen and display the picture.
 Since the collector has slowed the electrons down,
they may not be able to produce sharp and bright
images
DRAWBACKS OF DVST
 Selected part of picture cannot be erased.
 To modify a picture the whole picture has to be
redrawn which takes lot of time in case of complex
pictures.
 Not able to produce sharp and bright images.
 No animation possible with DVST.
RANDOM SCAN DISPLAY
 Also known as Calligraphic displays, vector displays
or stroke displays.
 The CRT's electron beam is directed only to the parts
of the screen where a picture is to be drawn.
 Characters are also made of sequences of strokes
(or short lines)
 Vectored – electron beam is deflected from end-point
to end-point
 Random scan -Order of deflection is dictated by the
arbitrary order of the display commands
 Phosphor has short persistence –decays in 10-100
micro seconds.
 The display must be refreshed at regular intervals –
minimum of 30 Hz (fps) for flicker-free display
 Refresh Buffer/ Display buffer–memory space allocated
to store the display list or display program for the display
processor to draw the picture
 The display processor interprets the commands in the
refresh buffer for plotting
 To display a picture, the system cycle through the set of
commands in the display file, drawing each component
line in turn
 The display program has commands for point, line, and
character plotting
 The display processor sends digital and point coordinate
values to a vector generator
ARCHITECTURE OF CALLIGRAPHIC DISPLAY
 The vector generator converts the digital coordinate
values to analog voltages for the beam-deflection
circuits
 The beam-deflection circuits displace the electron
beam for writing on the CRT’s phosphor coating
 Recommended refresh rate is 40 –50 Hz.
 Scope of animation– mixture of static and dynamic
parts of a picture
RANDOM SCAN DISPLAY
DRAWBACK
 Random scan displays are designed for line
drawing applications and cannot display realistic
shaded scenes
 Since picture definition is stored as a Set of line-
drawing instructions and not as a set of intensity
values for all screen points
SOME TERMS
 Phosphor’s Fluorescence is the light emitted as
electrons (unstable) lose their excess energy while
the phosphor is being struck by electrons
 Phosphorescence is the light given off by the return
of the relatively more stable excited electrons to their
unexcited state once the electron beam excitation is
removed
 Phosphor’s persistence is defined as the time from
the removal of excitation to the moment when
phosphorescence has decayed
 long persistence : several seconds or minutes
 short persistence :10-60 µs (common in modern displays)
QUESTION
RASTER SCAN DISPLAY
 Used in television screens, display monitors etc.
 Unlike DVST and random-scan which were line-drawing
devices, refresh CRT is a point-plotting device
 Refresh buffer (also called frame buffer) stores the
drawing primitives in terms of points and pixels
components
 The electron beam is swept across the screen one row
at a time from top to bottom. As it moves across each
row, the beam intensity is turned on and off to create a
pattern of illuminated spots. This scanning process is
called refreshing.
 Each complete scanning of a screen is normally called a
frame.
 The refreshing rate, called the frame rate, is
normally 60 to 80 frames per second, or described
as 60 Hz to 80 Hz.
 At the end of each scan line, the electron beam
returns to the left side of the screen to begin
displaying the next line (horizontal retrace).
 And at the end of each frame, the electron beam
returns to the top left corner of the screen to begin
the next frame (vertical retrace).
 Picture definition is stored in a memory area called
the frame buffer.
 This frame buffer stores the intensity values for all
the screen points.
unit1_updated.pptx
 The quality of the raster image is determined by the
total number of pixels (resolution) and the amount
of information in each pixel (Color depth/ intensity)
ARCHITECTURE OF RASTER DISPLAY
BASIC VIDEO CONTROLLER REFRESH
OPERATION
RASTER SCAN DISPLAY
 Each screen point is called a pixel (picture element
or pel).
 Each point is an addressable point in screen and
memory
 Line cannot be drawn directly from one point to
another
 This causes the effect of ‘aliasing’, ‘jaggies’ or
‘staircase’ effect
 Refresh/Frame buffer is also called Bit-plane
unit1_updated.pptx
RASTER SCAN DISPLAY
RASTERIZATION
 Rasterization: is the task of taking an image
described in a vector graphics format (shapes) and
converting it into a raster image (pixels or dots) for
output on a video display or printer
a) General line b) Special cases
ARCHITECTURE OF RASTER DISPLAY
RASTER SCAN VS RANDOM SCAN
REFRESH RATE, VIDEO BASICS AND SCAN
CONVERSION
 Raster is stored as a matrix of pixels representing the
entire screen area
 Entire image is scanned out sequentially by the video
controller (one raster line at a time)
 The raster lines are scanned from top to bottom and
then back to the top
 The intensity of the beam decides the brightness of
the pixel
 At least one memory bit for each pixel (called bitmap
or bitplane)
COMMON TERMS
 Resolution: The maximum number of points that
can be displayed without overlap on a CRT is
referred to as the resolution.
 Aspect Ratio: Aspect ratio is a number which gives
the ratio of vertical points to horizontal points
necessary to produce equal length lines in both
directions on the screen.
Aspect ratio= width/ height
For example, if a graphic has an aspect ratio of 2:1,
it means that the width is twice as large as the height
 Bitmap or Bitplane: On a black and white system
with one bit per pixel, the frame buffer is commonly
known as a bitmap.
 Bandwidth of the display: The rate at which the
beam can be turned OFF to ON and vice-versa.
 For N pixels per scan line, it is necessary to turn the
electron gun at a maximum rate of N/2 times ON
and N/2 times OFF;
 This will create alternate black and white lines on
the screen.
QUESTION
COLOR DISPLAYS
 Discussed CRT can generate a single color at a
time.
 We can also generate multicolors using multilayer
phosphor.
 The electron beam penetrates this multilayer.
 Such a CRT is known as beam penetration CRT.
 There are two ways of getting colored displays:
 Beam penetration method
 Shadow mask method
COLOR DISPLAY- BEAM PENETRATION
METHOD
 It is a cheaper method and is used in vector or random
scan displays.
 In this method the inside section of CRT is coated with
red (outer layer) and green (inner layer) phosphors.
 If the electrons are slow they penetrate only the outer
layer thus emitting red light, and if the electrons are
moving fast they penetrate the outer layer and the inner
layer.
 The electrons speed is also adjusted in such a way that
by combination of red and green, orange and yellow
color are also produced.
 The limitation of this method is that only four colors can
be displayed in the screen.
 Since we have only four colors the quality of image is
diminished.
COLOR DISPLAY- SHADOW MASK METHOD
 It is used in raster scan display systems.
 Three electron guns instead of one inside the CRT, with
one electron gun for each primary color.
 The electron guns are frequently arranged in a triangular
pattern called delta corresponding to a similar
triangular pattern of red, green and blue phosphor dots
on the face of the CRT.
 These phosphors are capable of emitting red, green,
and blue light respectively
 A thin metal screen called a shadow mask is placed
between the phosphor coating and electron guns
 The tiny holes on the shadow mask constrain each
electron beam to hit its corresponding phosphor dots
COLOR DISPLAY
BEAM PENETRATION METHOD V/S SHADOW
MASK METHOD
Beam Penetration
method
Shadow Mask method
Where Used It is used
with Random Scan
System to display
color.
It is Used With Raster Scan System to display color.
Colors It can displays Only
four colors i.e. Red ,
Green, Orange and
Yellow.
it can display Millions of colors.
Color Dependency Less colors are
available because the
colors in Beam
Penetration depends
on the speed of the
electron beam.
Millions of colors are available because the colors in Shadow
Mask depends on the type of the ray.
Cost It is Less
Expensive as
compared to Shadow
Mask.
It is More Expensive than other methods.
Picture Quality Quality of picture is
not so good i.e. Poor
with Beam Penetration
Method.
Shadow Mask gives realism in picture with shadow effect and millions of
color.
Resolution It gives High
Resolution.
It gives Low Resolution.
Criteria In Beam Penetration
method, Color display
depends on how far
electron excites outer
Red layer and then
Green layer.
In Shadow Mask Method, there are no such criteria for producing colors. It is
used in computers, in color TV etc.
FRAME BUFFER
 Frame buffer or refresh buffer in raster scan displays is
a memory storage area that holds the intensity values of
all screen positions (pixel).
 Frame buffer requires only a single bit per pixel, the
amount of memory is called bitmap or bitplane.
 Frame buffer requires several megabytes of storage
called pixmap.
N- BIT PLANE GRAY LEVEL FRAME BUFFER
 Choice of the number of gray scales and colors
depend on the value of N (bit plane size)
N = 1 –two colors (B&W)
N = 3 –8 gray scales or colors
N = 8 –256 gray scales or colors
N = 24 –16 million colors
 A DAC (digital-to-analog converter) is used to
convert the bit value (0, 1) to analog signals for
refreshing the screen
A SINGLE BIT PLANE BLACK & WHITE
FRAMEBUFFER
AN N-BIT PLANE GRAY LEVEL FRAME
BUFFER
REFRESH RATE, VIDEO BASICS AND SCAN
CONVERSION
A typical example:
 If one uses a 512x512 element raster display,
memory size required in case of single bitplane
frame buffer?
32 KB
 Memory size required for N-bit plane gray level
frame buffers:
 If N=3 memory size required?
96KB
SIMPLE COLOR FRAME BUFFER
 In case of one-bit for each color frame buffer, we
get 8 colors as:
FULL COLOR FRAME BUFFER
 Typically 8-bit planes per color is used, which gives
24-bit plane frame buffer.
 Each group of bit-planes drives an 8-bit DAC.
 Each group generates 256 shades of intensities of
red, green or blue.
 Hence we obtain 2^24= 1,67,77,216 possible
colors.
 This is called a full color frame buffer.
unit1_updated.pptx
LOOKUP TABLE
unit1_updated.pptx
COLOR MODELS
 “Color model is a 3D color coordinate system to produce all
range of color through the primary color set.” There are
millions of colors used in computer graphics. The light
displays the color. A Color model is a hierarchical system in
which we can create every color by using RGB (Red, Green,
Blue) and CMYK (Cyan, Magenta, Yellow, Black) models. We
can use different colors for various purposes.
 The total number of colors displayed by the monitor depends
on the storage capacity of the video controller card.
 The Video controller card is used as an interface between the
computer system and the display device. It is also known as
“Video Random Access Memory (VRAM).”
TYPES OF COLOR MODEL
 Additive Color Model: It is also named as “RGB
model.” RGB stands for Red, Green, Blue. The
Additive color model uses a mixture of light to
display colors. The perceived color depends on the
transmission of light. It is used in digital media.
 For Example– Computer Monitor, Television etc.
 Subtractive Color Model: It is also named as
“CMYK Model.” CMYK stands for Cyan, Magenta,
Yellow, and Black. The Subtractive model uses a
reflection of light to display the colors. The
perceived color depends on the reflection of light.
 The CMYK model uses printing inks.
 For Example– Paint, Pigments, and color filter etc.
Advantages:
 Easy to Implement.
 It uses color space for applications.
 No transformation for data display.
Disadvantages:
 We cannot transfer the color values from one to
another device.
 Complex to determine the particular color.
QUESTIONS
 1) Find out the time required to scan one row of
screen if the screen resolution is 20MP(mega
pixel) , aspect ratio 5/4 and refresh frequency is
30Hz).
 2) How much time is spent scanning across each
row of pixels during screen refresh on a raster
system with resolution of 1280 X 1024 and a
refresh rate of 60 frames per second?
QUESTIONS
 3) Consider three different raster systems with
resolutions of 640 x 480, 1280 x 1024, and 2560 x
2048.
a) What is the size of frame buffer (in bytes) for each
of these systems to store 12 bits per pixel?
b) How much storage (in bytes) is required for each
system if 24 bits per pixel are to be stored?
 4) Find out the aspect ratio of the raster system
using 8 x 10 inches screen and 100 pixel/inch.
QUESTIONS
 5) Consider two raster systems with the resolutions
of 640 x 480 and 1280 x 1024.
a) How many pixels could be accessed per second
in each of these systems by a display controller
that refreshes the screen at a rate of 60 frames
per second?
b) What is the access time per pixel in each system?
 6) Suppose raster system is to be designed using
on 8 inch X 10 inch screen with a resolution of 100
pixels per inch in each direction. If we want to store
6 bits per pixel in the frame buffer, how much
storage (in bytes) do we need for frame buffer?
Calculate Aspect ratio also.
 7) Consider a raster system with the resolution of
1024 x 768 pixels and the color palette calls for
65,536 colors. What is the minimum amount of
video RAM that the computer must have to support
the above-mentioned resolution and number of
colors?
8) Compute the following:
(a) Size of 800 x 600 inch image at 240 pixels per
inch.
(b)Height of the resized image 1024 x 768 to one
that is 640 pixels wide with the same aspect ratio.
(c)Width of an image having height of 5 inches and
an aspect ratio 1.5
 9) Find out the size of frame buffer in MB if the
screen resolution is 12MP (mega pixel), aspect
ratio 3/4 and number of color combination required
12345.(RGB all are having equal no. of Frame
buffer).
 10) Find the number of colors a frame buffer of 8 bit
planes each red, green and blue, and 10 bits wide
lookup table can produce.
 11) Find the amount of memory required by an 8
plane frame buffer each of red, green and blue,
having 1024x 768 resolution.
 12) Find the refresh rate of a 512 x 512 frame
buffer, if the access time for each pixel is 200
nanoseconds(ns).
 13) Find the amount of memory required by a 3
plane frame buffer each of red, green and blue,
having 800 x600 resolution
 14) Find the refresh rate of a 1024 x 1024 frame
buffer, if it can access 32 pixels in a group
simultaneously, in an access time of 200 ns.
 15) In a 600*400 screen, how many KB does a
frame buffer need?
 16) A laser printer is capable of printing two pages
of size 9*11 inch/sec at a resolution of 600
pixels/inch. How many bits per second does such a
device requires?
 17) Suppose we have a computer with 32 bits per
word and a transfer rate of 1 MIPs. How long would
it take to fill a frame buffer of a 300 DPI (dots per
inch) laser printer with a page size of 8.5 inches by
11 inches?

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unit1_updated.pptx

  • 2. ADMINISTRATION  Total number of lectures: 24 (Synchronous)+12 (Asynchronous)+9(Doubt clearing sessions+ assessment sessions) (3 credit course)  Mid Sem- 20%  End Sem- 50%  IA- 30%  2 Class tests - 30% (One before mid term and one before end term)  2 quiz – 30% (One before mid term and one before end term)  2 Assignment- 40% (One before mid term and one before end term)
  • 3. PASSING CRITERIA  85 or above for Outstanding (O)  35 Marks is the minimum passing marks
  • 4. BOOKS/ MATERIAL  Computer Graphics-C version by Donald Hearn & M. Pauline Baker  Computer Graphics with OpenGL by Donald Hearn & M. Pauline Baker  Mathematical elements for Computer Graphics; by D. F. Rogers and J. A. Adams  Procedural elements for Computer Graphics; by D. F. Rogers and J. A. Adams  Computer Graphics & Multimedia by D. Evangeline & S. Anitha  Computer Graphics byArnav N Sinha & Arun D Udai
  • 5. CONTENTS  Overview of computer graphics  Computer graphics application and software  Description of graphics devices  Introduction to pixel
  • 6. INTRODUCTION  Computer Graphics is the use of computer to define, store, manipulate and present pictorial output. A picture is worth a thousand words!  Typically, the term computer graphics refers to several different things:  The representation and manipulation of image data by a computer  The various technologies used to create and manipulate images  The sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content
  • 7. Typical graphics system comprises of:  A host computer with support of fast processor  large memory  Frame buffer  Input devices (mouse, keyboard, joystick, touch screen, etc.)  Output devices (printers, plotters, CRT, LCDs etc.)
  • 9.  Computer Graphics System could be:  Active : User controls the display with the help of a GUI, using an input device (ex. Videogame)  Passive: User cannot control the display (ex. Television)
  • 10. COMPUTER GRAPHICS VS IMAGE PROCESSING VS COMPUTER VISION  Computer graphics referred to the process of creating images from abstract models.  A computer game, for example, might internally keep track of Mario as a large list of points, where each point has three numbers representing its (x, y, z) coordinates. Then, given the coordinates of the camera, and the direction its facing, the computer will calculate the color at each row and column in the final image of Mario that you see on your screen.
  • 11. COMPUTER GRAPHICS VS IMAGE PROCESSING VS COMPUTER VISION  Image processing refers to the process of starting with an existing image and refining it in some way to obtain another image.  For example, if you take a picture with your camera, you would use an image processing algorithm to try and make the colors more vibrant, or remove the blur, or increase the resolution. The output of an image processing algorithm is another image.
  • 12. COMPUTER GRAPHICS VS IMAGE PROCESSING VS COMPUTER VISION  Computer vision, that refers to the process of computing an abstract model given an input image. For example, if you take a picture of a statue of Mario, a vision algorithm would infer the list of (x, y, z) coordinates of the points that make up Mario from the colors at each row and column in the input image.  Computer vision is the construction of explicit, meaningful descriptions of physical objects from their image. The output of computer vision is a description or an interpretation of structures in 3D scene.
  • 13. FUNDAMENTAL CONCEPTS AND PRINCIPLES IN COMPUTER GRAPHICS  Display Systems: Random scan, Raster refresh displays, CRT basics, video basics, Flat panel displays.  Transformations  Affine ( 2-D and 3-D ): Rotation, Translation, Scale, Reflection and Shear.  Viewing: The Camera Transformations: perspective, isometric views.  Scan Conversion and Clipping: Drawing of Points, Lines, Markers, Curves, Circles, Ellipse, Polyline, Polygon. Area filling, fillstyle, fill pattern, clipping algorithms, anti-aliasing etc.
  • 14.  Hidden Surface Removal: Back face culling, Painter's algorithm, scanline algorithm, BSP-trees, Z-buffer/sorting, Ray tracing etc.  Shading & Illumination: Phong's shading model, texture mapping, bump mapping, Gouraud shading, Shadows and background, Color models etc.  Solid Modeling: Wire-frame, Octrees, Sweep, Boundary representations, Constructive Solid Geometry.
  • 19. BASIC ELEMENTS OF COMPUTER GRAPHICS  Modeling: the process of developing a mathematical representation of any surface of an object.  Rendering: In 3-D graphic design, rendering is the process of add shading, color and illumination to a 2-D or 3-D wireframe in order to create life-like images on a screen.
  • 20.  Animation: refers to the moving images.
  • 21. GRAPHICS CARD AND GPU  The graphics card is the hardware as a whole, while the GPU is a chip, part of the graphics card or an onboard similar, which stands for "Graphics Processing Unit".  Graphics card is the piece of hardware that is responsible of producing output to monitor. GPU is short from Graphics Processing Unit.  Graphics Card is a complete board that gets binary data from the processor and outputs the result to the monitor in the form of pixels. Now there are lots of components in the Graphics card like  GPU  RAM (A dedicated RAM inside the graphics card used only by the card. Not to be confused with the system RAM)  DAC (Digital to Analog Converter) that converts the digital data to analog format to be displayed in the monitor.
  • 22. GRAPHICS CARD AND GPU  Not Only all Laptops But all the computers having a CPU must have a Graphic Card for basic graphic rendering functions.  There are two types of graphics card however :  Built-in : Inside your CPU (eg. Intel integrated graphics)  Add-on : Additionally added for more graphic intensive tasks (eg. Nvidia Ge force series)  Some small scale computers (eg. Calculators etc.. ) do not require a graphic card and they don’t have one either.  All laptops come with built in graphics card be it Integrated or Dedicated.  Integrated graphics is basically a graphics processing unit which does not have it's own memory but uses a little amount of the system memory.
  • 23. GRAPHICS CARD AND GPU  It can be a part of the chipset or the CPU and is sufficient for an average user.  Dedicated graphics card have their own memory. Say you have a GeForce GTX 550 Ti with 1GB of memory, it'll utilize that and not use the system memory. Such cards are used by serious gamers and people who use graphic intensive applications.
  • 24. APPLICATIONS OF COMPUTER GRAPHICS  GUI (Graphical User Interface)  Typical components used:  Menus  Icons  Cursors  Dialog boxes  Scroll bars  Buttons  Valuators
  • 26. APPLICATIONS OF COMPUTER GRAPHICS  Plotting in business  Web/ business/ commercial publishing and advertisements  Scientific visualization
  • 27.  Entertainment (movie, TV advertisement, Games etc.)
  • 28.  CAD/ CAM design (construction, circuits)  Multimedia  Virtual reality
  • 29. APPLICATIONS OF COMPUTER GRAPHICS  Cartography- Drawing maps  Education and training- Flight simulators, sport simultors, etc.  Medical Imaging- MRIs, CT Scan, X ray
  • 30. VARIOUS APIS USED FOR COMPUTER GRAPHICS  GKS (Graphics Kernel System)  SRGP (Simple Raster Graphics Package)  PHIGS (Programmers Hierarchical Interactive Graphics System)  OpenGL  X-11 based systems  Direct3D (a subset of DirectX)  Glide API  Mantle developed by AMD.  Metal developed by Apple.  QuickDraw 3D developed by Apple Computer starting in 1995, abandoned in 1998
  • 31. COMPUTER GRAPHICS SOFTWARE  Photoshop  Illustrator  Blender  Paint Shop Pro  CorelDRAW  Adobe Lightroom  Realsoft  Digital Image Suite  Canvas  Picasa and many more
  • 32. COMPUTER GRAPHICS DEVICES  CRT  EGA/CGA/VGA/SVGA monitors  Plotters  Data matrix  Laser printers  Flat panel devices  Video digitizers  Scanners  LCD panels  Keyboard, joystick, mouse  Touch screen, track ball, etc.
  • 33. PIXEL  A pixel is the smallest unit of a digital image or graphic that can be displayed and represented on a digital display device.  A pixel is the basic logical unit in digital graphics. Pixels are combined to form a complete image, video, text or any visible thing on a computer display.  A pixel is also known as a picture element.
  • 34. BASIC RELATIONSHIPS BETWEEN PIXELS  Neighborhood  Adjacency/ Connectivity  Paths
  • 35. NEIGHBORS OF A PIXEL
  • 36. NEIGHBORS OF A PIXEL
  • 37. NEIGHBORS OF A PIXEL
  • 38. NEIGHBORS OF A PIXEL
  • 39. NEIGHBORS OF A PIXEL
  • 42. M-ADJACENCY  M- adjacency (Mixed adjacency): Mixed adjacency is a modification of the 8- adjacency. It is introduced to eliminate ambiguities of 8-adjacency.  There are cases where 2 pixels are 8-adjacent but not m-adjacent.
  • 47. PATH & PATH LENGTH  We can define 4-, 8-, and m-paths based on type of adjacency used.
  • 50. TYPES OF CRT DISPLAY DEVICES  The most commonly used display device is the CRT monitor.  Types of CRT display devices:  DVST (Direct View Storage Tube)  Calligraphic or Random Scan display system  Refresh and raster scan display system
  • 51. GRAPHICS DISPLAY DEVICES (CRT)  The primary output device in a graphical system is the video monitor.  The main element of a video monitor is the Cathode Ray Tube (CRT)  CRT : still the most common video display device presently  Consists of:  Electron gun  Electron focusing lens  Deflection plates/ coils  Electron beam  Phosphorous coated screen
  • 52. OPERATION OF AN ELECTRON GUN
  • 53. ELECTROSTATIC DEFLECTION OF THE ELECTRON BEAM IN A CRT
  • 54. BASIC DESIGN OF A MAGNETIC DEFLECTION CRT
  • 55. DVST (DIRECT VIEW STORAGE TUBE)  Storage Tube- It is a CRT with a long persistence phosphor.  Pictures drawn on there will be seen for several minutes before fading.  Provides flicker-free display.  Instead of the electron beam directly writing the pictures on the phosphor coated CRT screen, the writing is done with the help of a fine-mesh wire grid.  A pattern of positive charges is deposited on the grid and this pattern is transferred to the phosphor coated CRT by a continuous flood of electrons.  This flood of electrons is produced by a "flood gun"
  • 56.  Just behind the storage mesh is a second grid called the collector.  The function of the collector is to smooth out the flow of flood electrons.  Since a large number of electrons are produced at high velocity by the flood gun, the collector grid, which is also negatively charged reduces the acceleration on these electrons and the resulting low velocity flood pass through the collector and get attracted by the positively charged portions of the storage mesh (Since the electrons are negatively charged), but are repelled by the other portions of the mesh which are negatively charged (Note that the pattern of positive charges residing on the storage mesh actually defines the picture to be displayed).
  • 57.  Thus, the electrons attracted by the positive charges pass through the mesh, travel on to the phosphor coated screen and display the picture.  Since the collector has slowed the electrons down, they may not be able to produce sharp and bright images
  • 58. DRAWBACKS OF DVST  Selected part of picture cannot be erased.  To modify a picture the whole picture has to be redrawn which takes lot of time in case of complex pictures.  Not able to produce sharp and bright images.  No animation possible with DVST.
  • 59. RANDOM SCAN DISPLAY  Also known as Calligraphic displays, vector displays or stroke displays.  The CRT's electron beam is directed only to the parts of the screen where a picture is to be drawn.  Characters are also made of sequences of strokes (or short lines)  Vectored – electron beam is deflected from end-point to end-point  Random scan -Order of deflection is dictated by the arbitrary order of the display commands  Phosphor has short persistence –decays in 10-100 micro seconds.
  • 60.  The display must be refreshed at regular intervals – minimum of 30 Hz (fps) for flicker-free display  Refresh Buffer/ Display buffer–memory space allocated to store the display list or display program for the display processor to draw the picture  The display processor interprets the commands in the refresh buffer for plotting  To display a picture, the system cycle through the set of commands in the display file, drawing each component line in turn  The display program has commands for point, line, and character plotting  The display processor sends digital and point coordinate values to a vector generator
  • 62.  The vector generator converts the digital coordinate values to analog voltages for the beam-deflection circuits  The beam-deflection circuits displace the electron beam for writing on the CRT’s phosphor coating  Recommended refresh rate is 40 –50 Hz.  Scope of animation– mixture of static and dynamic parts of a picture
  • 64. DRAWBACK  Random scan displays are designed for line drawing applications and cannot display realistic shaded scenes  Since picture definition is stored as a Set of line- drawing instructions and not as a set of intensity values for all screen points
  • 65. SOME TERMS  Phosphor’s Fluorescence is the light emitted as electrons (unstable) lose their excess energy while the phosphor is being struck by electrons  Phosphorescence is the light given off by the return of the relatively more stable excited electrons to their unexcited state once the electron beam excitation is removed  Phosphor’s persistence is defined as the time from the removal of excitation to the moment when phosphorescence has decayed  long persistence : several seconds or minutes  short persistence :10-60 µs (common in modern displays)
  • 67. RASTER SCAN DISPLAY  Used in television screens, display monitors etc.  Unlike DVST and random-scan which were line-drawing devices, refresh CRT is a point-plotting device  Refresh buffer (also called frame buffer) stores the drawing primitives in terms of points and pixels components  The electron beam is swept across the screen one row at a time from top to bottom. As it moves across each row, the beam intensity is turned on and off to create a pattern of illuminated spots. This scanning process is called refreshing.  Each complete scanning of a screen is normally called a frame.
  • 68.  The refreshing rate, called the frame rate, is normally 60 to 80 frames per second, or described as 60 Hz to 80 Hz.  At the end of each scan line, the electron beam returns to the left side of the screen to begin displaying the next line (horizontal retrace).  And at the end of each frame, the electron beam returns to the top left corner of the screen to begin the next frame (vertical retrace).  Picture definition is stored in a memory area called the frame buffer.  This frame buffer stores the intensity values for all the screen points.
  • 70.  The quality of the raster image is determined by the total number of pixels (resolution) and the amount of information in each pixel (Color depth/ intensity)
  • 72. BASIC VIDEO CONTROLLER REFRESH OPERATION
  • 73. RASTER SCAN DISPLAY  Each screen point is called a pixel (picture element or pel).  Each point is an addressable point in screen and memory  Line cannot be drawn directly from one point to another  This causes the effect of ‘aliasing’, ‘jaggies’ or ‘staircase’ effect  Refresh/Frame buffer is also called Bit-plane
  • 76. RASTERIZATION  Rasterization: is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (pixels or dots) for output on a video display or printer a) General line b) Special cases
  • 78. RASTER SCAN VS RANDOM SCAN
  • 79. REFRESH RATE, VIDEO BASICS AND SCAN CONVERSION  Raster is stored as a matrix of pixels representing the entire screen area  Entire image is scanned out sequentially by the video controller (one raster line at a time)  The raster lines are scanned from top to bottom and then back to the top  The intensity of the beam decides the brightness of the pixel  At least one memory bit for each pixel (called bitmap or bitplane)
  • 80. COMMON TERMS  Resolution: The maximum number of points that can be displayed without overlap on a CRT is referred to as the resolution.  Aspect Ratio: Aspect ratio is a number which gives the ratio of vertical points to horizontal points necessary to produce equal length lines in both directions on the screen. Aspect ratio= width/ height For example, if a graphic has an aspect ratio of 2:1, it means that the width is twice as large as the height
  • 81.  Bitmap or Bitplane: On a black and white system with one bit per pixel, the frame buffer is commonly known as a bitmap.  Bandwidth of the display: The rate at which the beam can be turned OFF to ON and vice-versa.  For N pixels per scan line, it is necessary to turn the electron gun at a maximum rate of N/2 times ON and N/2 times OFF;  This will create alternate black and white lines on the screen.
  • 83. COLOR DISPLAYS  Discussed CRT can generate a single color at a time.  We can also generate multicolors using multilayer phosphor.  The electron beam penetrates this multilayer.  Such a CRT is known as beam penetration CRT.  There are two ways of getting colored displays:  Beam penetration method  Shadow mask method
  • 84. COLOR DISPLAY- BEAM PENETRATION METHOD  It is a cheaper method and is used in vector or random scan displays.  In this method the inside section of CRT is coated with red (outer layer) and green (inner layer) phosphors.  If the electrons are slow they penetrate only the outer layer thus emitting red light, and if the electrons are moving fast they penetrate the outer layer and the inner layer.  The electrons speed is also adjusted in such a way that by combination of red and green, orange and yellow color are also produced.  The limitation of this method is that only four colors can be displayed in the screen.  Since we have only four colors the quality of image is diminished.
  • 85. COLOR DISPLAY- SHADOW MASK METHOD  It is used in raster scan display systems.  Three electron guns instead of one inside the CRT, with one electron gun for each primary color.  The electron guns are frequently arranged in a triangular pattern called delta corresponding to a similar triangular pattern of red, green and blue phosphor dots on the face of the CRT.  These phosphors are capable of emitting red, green, and blue light respectively  A thin metal screen called a shadow mask is placed between the phosphor coating and electron guns  The tiny holes on the shadow mask constrain each electron beam to hit its corresponding phosphor dots
  • 87. BEAM PENETRATION METHOD V/S SHADOW MASK METHOD Beam Penetration method Shadow Mask method Where Used It is used with Random Scan System to display color. It is Used With Raster Scan System to display color. Colors It can displays Only four colors i.e. Red , Green, Orange and Yellow. it can display Millions of colors. Color Dependency Less colors are available because the colors in Beam Penetration depends on the speed of the electron beam. Millions of colors are available because the colors in Shadow Mask depends on the type of the ray. Cost It is Less Expensive as compared to Shadow Mask. It is More Expensive than other methods. Picture Quality Quality of picture is not so good i.e. Poor with Beam Penetration Method. Shadow Mask gives realism in picture with shadow effect and millions of color. Resolution It gives High Resolution. It gives Low Resolution. Criteria In Beam Penetration method, Color display depends on how far electron excites outer Red layer and then Green layer. In Shadow Mask Method, there are no such criteria for producing colors. It is used in computers, in color TV etc.
  • 88. FRAME BUFFER  Frame buffer or refresh buffer in raster scan displays is a memory storage area that holds the intensity values of all screen positions (pixel).  Frame buffer requires only a single bit per pixel, the amount of memory is called bitmap or bitplane.  Frame buffer requires several megabytes of storage called pixmap.
  • 89. N- BIT PLANE GRAY LEVEL FRAME BUFFER  Choice of the number of gray scales and colors depend on the value of N (bit plane size) N = 1 –two colors (B&W) N = 3 –8 gray scales or colors N = 8 –256 gray scales or colors N = 24 –16 million colors  A DAC (digital-to-analog converter) is used to convert the bit value (0, 1) to analog signals for refreshing the screen
  • 90. A SINGLE BIT PLANE BLACK & WHITE FRAMEBUFFER
  • 91. AN N-BIT PLANE GRAY LEVEL FRAME BUFFER
  • 92. REFRESH RATE, VIDEO BASICS AND SCAN CONVERSION A typical example:  If one uses a 512x512 element raster display, memory size required in case of single bitplane frame buffer? 32 KB  Memory size required for N-bit plane gray level frame buffers:  If N=3 memory size required? 96KB
  • 94.  In case of one-bit for each color frame buffer, we get 8 colors as:
  • 95. FULL COLOR FRAME BUFFER  Typically 8-bit planes per color is used, which gives 24-bit plane frame buffer.  Each group of bit-planes drives an 8-bit DAC.  Each group generates 256 shades of intensities of red, green or blue.  Hence we obtain 2^24= 1,67,77,216 possible colors.  This is called a full color frame buffer.
  • 99. COLOR MODELS  “Color model is a 3D color coordinate system to produce all range of color through the primary color set.” There are millions of colors used in computer graphics. The light displays the color. A Color model is a hierarchical system in which we can create every color by using RGB (Red, Green, Blue) and CMYK (Cyan, Magenta, Yellow, Black) models. We can use different colors for various purposes.  The total number of colors displayed by the monitor depends on the storage capacity of the video controller card.  The Video controller card is used as an interface between the computer system and the display device. It is also known as “Video Random Access Memory (VRAM).”
  • 100. TYPES OF COLOR MODEL
  • 101.  Additive Color Model: It is also named as “RGB model.” RGB stands for Red, Green, Blue. The Additive color model uses a mixture of light to display colors. The perceived color depends on the transmission of light. It is used in digital media.  For Example– Computer Monitor, Television etc.
  • 102.  Subtractive Color Model: It is also named as “CMYK Model.” CMYK stands for Cyan, Magenta, Yellow, and Black. The Subtractive model uses a reflection of light to display the colors. The perceived color depends on the reflection of light.  The CMYK model uses printing inks.  For Example– Paint, Pigments, and color filter etc.
  • 103. Advantages:  Easy to Implement.  It uses color space for applications.  No transformation for data display. Disadvantages:  We cannot transfer the color values from one to another device.  Complex to determine the particular color.
  • 104. QUESTIONS  1) Find out the time required to scan one row of screen if the screen resolution is 20MP(mega pixel) , aspect ratio 5/4 and refresh frequency is 30Hz).  2) How much time is spent scanning across each row of pixels during screen refresh on a raster system with resolution of 1280 X 1024 and a refresh rate of 60 frames per second?
  • 105. QUESTIONS  3) Consider three different raster systems with resolutions of 640 x 480, 1280 x 1024, and 2560 x 2048. a) What is the size of frame buffer (in bytes) for each of these systems to store 12 bits per pixel? b) How much storage (in bytes) is required for each system if 24 bits per pixel are to be stored?  4) Find out the aspect ratio of the raster system using 8 x 10 inches screen and 100 pixel/inch.
  • 106. QUESTIONS  5) Consider two raster systems with the resolutions of 640 x 480 and 1280 x 1024. a) How many pixels could be accessed per second in each of these systems by a display controller that refreshes the screen at a rate of 60 frames per second? b) What is the access time per pixel in each system?
  • 107.  6) Suppose raster system is to be designed using on 8 inch X 10 inch screen with a resolution of 100 pixels per inch in each direction. If we want to store 6 bits per pixel in the frame buffer, how much storage (in bytes) do we need for frame buffer? Calculate Aspect ratio also.  7) Consider a raster system with the resolution of 1024 x 768 pixels and the color palette calls for 65,536 colors. What is the minimum amount of video RAM that the computer must have to support the above-mentioned resolution and number of colors?
  • 108. 8) Compute the following: (a) Size of 800 x 600 inch image at 240 pixels per inch. (b)Height of the resized image 1024 x 768 to one that is 640 pixels wide with the same aspect ratio. (c)Width of an image having height of 5 inches and an aspect ratio 1.5
  • 109.  9) Find out the size of frame buffer in MB if the screen resolution is 12MP (mega pixel), aspect ratio 3/4 and number of color combination required 12345.(RGB all are having equal no. of Frame buffer).  10) Find the number of colors a frame buffer of 8 bit planes each red, green and blue, and 10 bits wide lookup table can produce.  11) Find the amount of memory required by an 8 plane frame buffer each of red, green and blue, having 1024x 768 resolution.
  • 110.  12) Find the refresh rate of a 512 x 512 frame buffer, if the access time for each pixel is 200 nanoseconds(ns).  13) Find the amount of memory required by a 3 plane frame buffer each of red, green and blue, having 800 x600 resolution  14) Find the refresh rate of a 1024 x 1024 frame buffer, if it can access 32 pixels in a group simultaneously, in an access time of 200 ns.
  • 111.  15) In a 600*400 screen, how many KB does a frame buffer need?  16) A laser printer is capable of printing two pages of size 9*11 inch/sec at a resolution of 600 pixels/inch. How many bits per second does such a device requires?  17) Suppose we have a computer with 32 bits per word and a transfer rate of 1 MIPs. How long would it take to fill a frame buffer of a 300 DPI (dots per inch) laser printer with a page size of 8.5 inches by 11 inches?

Editor's Notes

  • #7: A picture conveys information more effectively than words.
  • #29: CAD- Computer Aided Design CAM-Computer Aided Manufacturing
  • #30: MRI- Magnetic Resonance Imaging CT – Computed Tomography
  • #31: An API is a software intermediary that allows two applications to talk to each other. 
  • #33: EGA- Enhanced Graphics Adapter CGA- Colour Graphics Adapter VGA-Video Graphics Array SVGA- Super Video Graphics Array LCD- Liquid Crystal Display
  • #35: Range of intensity value…0 to 255 (O is black and 255 is white)
  • #54: OSCILLOSCOPE—USED TO GRAPH ELECTRICAL SIGNALS
  • #91: 0- black 1-white
  • #92: Demultiplexer 1 input and 2^N outputs