Introduction and Devices Flashcards

1
Q

Rendering

A

Conversion of a scene into an image

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2
Q

Models

A

Composition of primitives

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3
Q

Graphics pipeline

A

The processing of compiling models into a scene and converting it into an image

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4
Q

Forward projection pipeline

A
1. Models (MCS)
[T] Modelling Transformations
2. 3D World Scene (WCS)
[T] Viewing Transformations
3. 3D View Scene (VCS)
[F] Projection, Clipping, Normalize
4. 2D/3D Device Scene (NDCS)
[F] Rasterization
5. 2D Image (DCS/SCS)
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5
Q

Transformation

A

Convert representatiosn of models/primitives from one coordinate system to another

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6
Q

Clipping/Hidden Surface Removal

A

Remove primitives and parts of primitives that are not visible on the display

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7
Q

Rasterization

A

Convert a projected screen-space primitive to a set of pixels.

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8
Q

Calligraphic Display Devices

A

Draw polygon and line segments directly. Eg.
1. Plotters
2. Direct Beam Control CRTs
3. Laser Light Projection Systems
They represent an image as a regular grid of samples

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9
Q

Raster Display Devices

A

Each sample is called a pixel (picture element)

Rendering requires an algorithm to determine a sampled representation of geometric primitives.

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10
Q

Cathode Ray Tube

A
CRT. Common display device that uses an electron beam scanned in a regular pattern of horizontal scanlines 
\+ High resolution
\+ Good colour fidelity
\+ High contrast (100:1)
\+ High update rates
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11
Q

Where are images stored in a CRT?

A

Frame Buffer

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12
Q

How does a colour CRT work?

A

It contains three independent electron guns and three different colours of phosphor. Shadow masks allow each gun to irradiate only one colour of phosphor.

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13
Q

Liquid Crystal Displays

A

LCD. Flat panel displays. Works by allowing random access to cells containing liquid crystal molecules that align when charged. Unaligned molecules twist the light and polarizing filters only light only through unaligned molecules.
Subpixel colour filter masks are used for RGB colour.

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