Transcript Colour
COSC
3461: Module 7
Graphical Display
Issues for Graphical Representation
• How should the graphical images be
represented (formally, internally)?
• How should imaged be presented
(externally)?
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Frame Buffer Architecture
Frame buffer
memory
Display
set pixel values
Application
processes
Display
Controller
turn contents of frame buffer into visible image
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Issues for Graphical Representation
• Consider the hardware for graphics:
– Cathode Ray Tube (CRT)
– Liquid Crystal Display (LCD)
– Thin Film Transistor (TFT)
– Pen plotter, laser printer
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The Raster
• The raster is the viewable area of the display
15”
• Size of a display
– typically given by the diagonal dimension of the
raster
– usually specified in inches (e.g., 19”, 17”, 15”, …)
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Pixels
• Image composed of a discrete number of “points”
• Each point has a image depth
• Image depth is the number of bits used to represent
each pixel
– How many colours (or shades of grey) can be
represented?
– It is a function of image depth:
• 1 bit: can distinguish between black or white
• 8 bits (1 byte): can distinguish among 28 = 256 shades or grey
or 256 colours
• 24-bit (3 bytes): can distinguish among 224 = 16.8 million
colours
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Resolution
• Resolution is the number of pixels on a display
• Given as: n by m
– n is the number of pixels across the display
– m is the number of pixels down the display
• Typical resolutions range from…
– 640x480, 1024x768, 1280x1024
• Total number of pixels is n m
– 640 480 = 307,200 pixels
– 1,600 1,200 = 1,920,000 pixels
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Aspect Ratio
• Aspect ratio:
– the ratio of the width to height of a display screen
– w:h
• For a 640×480 display:
– the aspect ratio is 4:3 (640:480)
• Related:
– Landscape
• The width is greater than the height
– Portrait
• The height is greater than the width
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Video RAM
• Why does video RAM matter?
• Frame buffer architecture:
Frame buffer
memory
Display
set pixel values
Application
processes
Display
Controller
turn contents of frame buffer into visible image
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Video RAM Requirements
• Amount of video RAM required
= total number of pixels ×
the number of bits/pixel
• Examples
– 640 480 8 = 2,457,600 bits = 307,200 bytes =
300 KB
– 1,600 1,200 24 = 46,080,000 bits = 5,760,000
bytes = 5,625 KB = 5.49 MB
• Note:
1 KB = 210 = 1024 bytes
1 MB = 220 = 1,048,576 bytes
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Video RAM
Amount needed is a function of resolution and image depth
Bits per pixel
Resolution
8 bit
16 bit
24 bit
640 x 480
300 (Kb)
600
900
800 x 600
468.75
937.5
1406.25
1024 x 768
768
1536
2304
1152 x 1024
1152
2304
3456
1280 x 1024
1280
2560
3840
1600 x 1200
1875
3750
5625
See previous slide for calculations
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Quality of Images
• Refresh Rate
– number of times an image is displayed in 1 second.
– 75 Hz recommended minimum (considered “flicker-free”)
• Convergence
– the capacity of red, green, or blue electron beams in
cathode ray tube (CRT) displays to strike the same point
on a screen
– misalignment of electron beams causes colour purity error
– an issue for CRT, but not for LCD displays
• Dot Pitch
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LCD, TFT
• Liquid Crystal Display (LCD)
– passive- and active-matrix variants
– active-matrix LCDs depends on Thin Film
Transistors (TFT)
• TFT display means the LCD is “active matrix”
• all TFT displays are LCD displays
– some LCDs exist that are not TFT
• they are “dual scan” screens
• older laptops, no longer being manufactured
http://electronics.howstuffworks.com/lcd.htm
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Dot Pitch
• Dot pitch is a measure of the diagonal distance
between pixels on a display screen
– pixels might be phosphor dots or liquid crystals
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Dot Pitch Illustrated
Pixel
Dot Pitch
(mm)
Typical values range from 0.15 mm to 0.30 mm
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Dot Pitch Calculation
• What is the dot pitch of 15” display with a
resolution of 640 by 480?
Dot pitch = 15 / 800
= 0.01875 inches
Z
480
640
= 0.01875 / 0.039 mm
= 0.481 mm
Notes:
1. Z = (6402 + 4802)1/2 = 800
2. 1 mm = 0.039 inch
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Models for the Display of 2D Images
• Stroke Model
– images composed of strokes; each stroke has
a colour and a thickness
– inadequate for realistic or complex images
• Region Model
– strokes define closed regions, which are then
filled
• Pixel Model
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A Pixel Image
pixel
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A Pixel Image
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A Pixel Image
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A Pixel Image
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A Pixel Image
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A Pixel Image
pixel
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Coordinate Systems
• Device coordinates
• Physical coordinates
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Device Coordinates
• Typically given in dots or pixels
x horizontally (to the right or left)
y vertically (up or down)
• Possible origins
– Center
– Bottom left
– Upper left
• Window coordinates vs. component coordinates
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Java’s Coordinate System
(0,0)
x
Component
y
(width – 1, height - 1)
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Example
DemoMouseEvents.java
(x, y)
coordinate of
pointer in
component
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Device Coordinates
• What happens when the resolution of the
display devices changes?
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Physical Coordinates
• Sometimes need to specify
display coordinates in
physical units
– points, inches, feet, cm,
meters
• The applications must
perform conversions
– for display, for printing
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Colour
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Vision Basics
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Vision Basics
• photoreceptors are situated on the retina
– two types: rods and cones
• several layers of cells cover the
photoreceptors
– when light enters eye, it passes through these
layers of cells before it hits the photoreceptors
– foveal and peripheral vision - correspond to
different parts of the retina
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Areas of the Retina
• fovea
– in center of retina, specialized for acute
detailed vision
• top layer of cells are almost absent
• tight packing of receptors (cones, no rods)
• periphery of retina
– proportion of rods to cones increase toward
edge of retina
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Colour
• Hue is what we normally think of as
colour
– e.g., red vs. orange vs. yellow vs. green etc.
– three types of cones: short-, medium-, and
long-wavelength
Red –
perceived by longwavelength cones
Green –
perceived by mediumwavelength cones
Blue –
perceived by shortwavelength cones
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Colour
• Intensity
– also called luminance or brightness
• how much light/dark
– rods are more sensitive to light than cones
• are not specialized to particular wavelengths,
instead attuned to a broad spectrum of light
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Colour
• Dyschromatopsia
– A condition in which the ability to perceive
colours is not fully normal
• 5-8% of males, 0.5% of women
• red-green colour blindness most prevalent
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Colour
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Colour
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Colour
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Colour
• Ratio of cones to rods in human retina is
1:10
– what does this mean for relative sensitivity to
variations in hue vs. intensity?
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Colour
• In video display,
– saturation (also called chroma) is defined as the
“purity” of a colour
– the amount of hue in proportion to white
• High saturation very intense
• Low saturation washed out
• Zero saturation white
– in a video signal:
• chrominance refers to the hue and saturation
information together
• luminance refers to brightness
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Colour
• Models for colour
– additive model:
• Red-Green-Blue (RGB)
• Cyan-Magenta-Yellow (CMY)
• any colour is obtained by the addition/subtraction of basic
components in specific proportions
– tri-stimulus model:
•
•
•
•
a non-linear transformation of RGB colour space
Hue-Saturation-Intensity (HSI)
Hue-Saturation-Value (HSV)
Hue-Saturation-Brightness (HSB)
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Colour
• Red-Green-Blue (RGB) model
– additive model
– each of RED, GREEN, and BLUE individually
specified
• Cyan-Magenta-Yellow (CMY) model
–
–
–
–
–
subtractive model
magenta plus yellow produces red
magenta plus cyan makes blue
cyan plus yellow generates green
the combination of cyan, magenta and yellow form
black
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RGB Model (2)
Color
Red
Green
Blue
Yellow
Cyan
Magenta
White
Black
Red
255
0
0
255
0
255
255
0
Green
0
255
0
255
255
0
255
0
Blue
0
0
255
0
255
255
255
0
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RGB Model
white
cyan
yellow
green
magenta
blue
red
black
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Colour
Hue-Saturation-Value (HSV) model
– Each of hue, saturation, and brightness
individually specified
– artists sometimes prefer HSV model over
alternative models (RGB, CMY)
• similarities to the way humans perceive colour
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Colour Choosers
• Use a colour chooser to control colour
– also called colour picker
• Colour selected three ways:
– From a pre-defined palette
– By manipulating HSB values
– By manipulating RGB values
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Java’s JColorChooser (1)
Pre-defined
palette
For a demo, see
DemoMenu2.java
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Java’s JColorChooser (2)
HSB
For a demo, see
DemoMenu2.java
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Java’s JColorChooser (3)
RGB
For a demo, see
DemoMenu2.java
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Microsoft Office
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Paint Shop Pro
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Text
• One of most common elements in
interfaces
• Text has three primary attributes:
– Font family
• e.g., Courier, Verdana, Palatino
– Style (e.g., bold, italic, bold-italic)
– Size and Spacing (e.g., 10 point, 24 point, etc)
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Illustration of Serifs
Times roman
Bookman oldstyle
AB ab
AB ab
serifs
A serif is a short line extending from
and at an angle to the upper and lower
strokes of a letter
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Illustration of Sans Serifs
Arial
Lucida Console
CD cd
CD cd
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Three Basic Types of Font Families
• Types with serifs:
– e.g., Times Roman
– Serif fonts facilitate human perception, distinguishing
among letters
• Sans serif types:
– e.g., Arial
– Without serifs
• Monospaced or fixed-pitch types:
– e.g., Courier
– Each character occupies the same amount of
horizontal space (cf. variable pitch)
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Monospaced Illustrated
Courier new
Lucida Console
IM im
IM im
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Font Styles for Times New Roman
• Plain
Hello Java World
• Italic
Hello Java World
• Bold
Hello Java World
• Italic + bold
Hello Java World
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Font Size
• Font size is measured in points
– 72 points per inch, 1 point = 1 / 72 inch
– The smallest typographical unit of
measurement
Hello Java World
48 point font size
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Font Spacing
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Readability of Text
Consider:
1. THE SMALL BOY RAN THROUGH THE HOUSE
2. The small boy ran through the house
3. The small BOY ran through the house
Which takes longer to read?
Which one has an important word?
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Readability of Text
Consider:
1. The small boy ran through the house.
2. The small boy ran through the house.
Which one is easier to read on paper?
Which one is produced better on-screen?
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