Contents
-
Introduction
-
Interactive Computing
-
Graphical presentation
of results
-
Interactive Computing
-
Interactive Graphics
-
The CRT (Cathode Ray Tube)
-
Colour CRT
-
Television picture
generation using raster techniques
-
Interlaced raster display
systems
-
Graphics screen co-ordinate
systems
-
Important characteristics
of graphics displays
-
The raster graphics display
-
Colour lookup tables or
palettes
-
The true colour system
-
Information in the bitmaps
-
Raster graphics is fairly
new
-
The storage tube display
-
The random-vector
(directed beam) refresh display
-
The use of a light
pen
-
The connection
of VDUs etc, to a host computer
-
Modern graphics workstations
-
Appendix A: Display
file on a raster display system
References
Newman, W.M. & Sproull, R.F. ‘Principals of interactive Computer
Graphics, McGraw Hill, 1979.
Floey, J.D. & Van Dam, A., ‘Fundamentals of Interactive Computer
Graphics’, Addison Wesley.
Jankel, A., Creative Computer Graphics’, Cambridge
Daken, J., ‘Computer Images’, Thames & Hundon
1 Introduction
1 .1 Interactive
Computing
In the 1960’s and early 1970’s mainframe computers were generally operated
in batch mode; programs being submitted on punched cards and the results
returned via printer listings. The main problem with this system was that
the response time (the time between handing in the cards and receiving
the printed output) could be very poor (at best 30 minutes to a few days
in many cases). Although this method of operation was suitable for much
of the routine commercial data processing and scientific work it was soon
realised that there were many applications where some interaction with
the user would be very useful if not essential. For example in a design
process it may not be possible to program algorithms which have the ability
to make all the decisions along the way, either because:
(a) the processing required to make the decisions would take
too much time; or
(b) it was impossible to specify, design and write algorithms to make
the decisions, e.g. the abilities of a human being was needed in a ‘trial
and error’ process.
If such a design process was implemented using a batch system it would
require a large number of expensive program runs to get a final design.
The first widespread interactive computing facility was via electromechanical
teletypes (a typewriter type device used for the Telex communications system)
attached to mainframe computer systems. Although these were very slow (10
or 15 characters per second) they were a great improvement on the batch
environment in that users could type in commands to the operating system
and run programs. The programs presented intermediate results to the user,
who could then make decisions effecting the future action of the program.
The operating system operated a time-sharing scheduling algorithm in which
each program ran for a short period of time (usually with some prioritisation).
If the system was not overloaded or the computation excessive, the users
could effectively interact in ‘real time’ with the program.
During the 1970's the mechanical teletypes were replaced with VDU (Visual
Display Unit) terminals using a television type screen to display information
and a keyboard for input. These were much faster than teletypes (100’s
of characters per second) and could be equipped with graphics facilities
(see next subsection)
1.2
Graphical presentation of results
From the relatively early days of the use of computer systems it was realised
that the presentation of results in text and/or numerical form (from printers
or interactive teletypes) was unsuitable for many application areas. For
example, civil and mechanical engineers using finite element techniques
could produce tens of thousands of lines of results. The problems that
arose were:
-
such long listings were very time consuming to examine;
-
it was very easy to miss important or critical results buried in such vast
amounts of information.
The presentation of results in pictorial form was therefore essential and
could take many forms:
(a) graphs, histograms, pie-charts.
(b) drawings, e.g. electrical circuits, buildings, mechanical
components, etc.
(c) pictures, e.g. textile designs, artists paintings, etc.
(d) images from TV camera or created by artists or combinations
of these.
It has been said a picture is worth a thousand words, i.e. a picture
conveys an immediate impression of the overall intormation.
For example:
-
a sales manager can look at a graph which shows the sales by each salesman
throughout the year and gain an impression of trends throughout the year,
poor months, poor salesmen, etc. From a table of sales presented as figures
this would be difficult, although reference to such tables is required
to obtain detail which cannot be read from a graph.
-
A civil engineer can look at a pictorial representation of a bridge under
load conditions and identify any problem areas, e.g. deformation, stress
and other information would be shown.
1.2.1 Graph Plotters
Even in the days of batch processing graphical presentation of information
was available via ‘hard copy’ mechanical graph plotters. The program controlled
the movement of a pen moving over a drum or flat surface enabling graphical
presentation of results. However, many design activities are interactive
and require many attempts with data being modified, programs run and results
examined. For such applications interactive graphics facilities were required.
1.2.2 Interactive Graphics
During the 1970’s graphics terminals appeared which allowed the user to
interact with a program which would then display results in text and/or
graphical form. The user would interact with the program, entering instructions
and data and viewing intermediate information, until acceptable results
were obtained.
The main problem with early interactive graphics was cost. In 1975 such
a device could cost anything between $5000 and $50000 (and colour was almost
unknown except on very expensive devices). Their use tended to be limited
to applications where such devices were cost effective, i.e. design of
aircraft, buildings, engines, etc. The reduction in the cost of computer
circuits and memories since that time has enabled interactive graphics
facilities to be provided even on home computers.
2 The CRT (Cathode Ray Tube)
The majority of current interactive displays make use of some form of CRT
(cathode ray tube) a simplified diagram of which is shown in Fig. 1. the
electron gun emits a stream of negatively charged electrons which are attracted
by a large positive voltage applied to the phosphor coated screen. The
electron beam is focused into a narrow beam by the focusing system and
deflected to a particular point on the screen by the deflection system.
The above diagram shows electrostatic deflection in which negative or positive
voltages applied to the four plates repel or attract the beam respectively.
When the election beam hits the screen light is emitted:
-
the intensity of which is a function of the phosphor and the number of
electrons over a period of time (varied by controlling the emission rate
of the electron gun).
-
the light emission decay’s over a short period of time (milliseconds to
seconds) determined by the type of phosphor (this is called the persistence
of the phosphor).
-
the colour of the light emitted is a function of the type of phosphor.
Thus pictures may be drawn on the screen with light by:
(a) applying suitable signals to the deflection system and
(b) varying the emission rate of the electron gun.
Because the light emission at any point decays rapidly after the beam moves
on, the picture must be redrawn continuously to provide a stable image;
this process is called refreshing and must be performed at least 40 times
per second to provided a flicker free image when using a low persistence
phosphor, e.g. as used in a domestic television system.

2.1 Colour CRT
Different phosphors give off different coloured light when excited by an
electron beam. Thus by having three electron guns focused on dots of different
phosphors (the three primary colours red, green an blue) it is possible
to make a colour picture. By mixing the three primary colours it is possibly
to obtain any colour including white (red + green + blue). In practice
the phosphor dots are so small the eye averages the three primary colours
to form a composite colour thus, by varying the intensity of the electron
beams from the three guns, enabling any colour combination to be formed
and complex colour pictures drawn.
3
Television picture generation using raster techniques
Television systems use a technique in which a picture frame is built by
scanning the screen with a raster of horizontal lines as shown in Fig.
2. The electron beam starts at the left hand side of screen and is deflected
across to the right at a fixed rate. When it reaches the right hand side
it quickly moves back to the left hand side to the start of the next line
(called horizontal retrace or flyback; the vertical deflection system having
moved one line down the screen). At the end of the last line the beam returns
to the top left hand of the screen (vertical retrace) and the process repeated
every 1/50 or 1/60 of a second to refresh the image (typically 50 or 60
times per second).

The emission rate of the electron beam is changed as it moves across
the screen to vary the intensity of the light displayed at any point. In
Fig. 2 - is assumed to be zero light emission and x intensity, i.e. the
viewer sees a house. If there are sufficient lines on the screen the eye
averages the light across the lines and perceives a continuous image. In
a low quality system or standing very close to a large TV set it is possible
to see the individual lines. The UK television system uses 625 lines some
of which are over the top and bottom edges of the screen.
3.1
Interlaced raster display systems
The technique of Fig. 2 in which the raster starts at the top of the screen,
drawn to the bottom and repeated continuously is called a non-interlaced
raster system. Interlacing is a technique used to reduce the bandwidth
or information rate of the system.
Consider a television system of 625 lines refreshed 50 times per second.
Assume each line can be considered as 500 points across the screen the
information rate is 625*500*50 = 15625000 bits per second or a bandwidth
of approximately 15MHz. In an interlaced system this data rate is reduced
by half by only drawing each line 25 times per second.
In an interlaced system a picture frame is built by scanning the screen
twice. In the first scan the odd numbered lines are displayed and in the
second scan the even numbered lines are displayed. For example, Fig 3a
and 3b shows how the house in the non-interlaced system of Fig. 2 would
be drawn using an interlaced system
Fig. 3a shows the first scan (odd lines drawn in 1/50 or 1/60 of a second);
Fig. 3b shows the second scan would fill in the even lines (next 1/50
or 1/60 of a second) to form the complete frame.
UK television uses a 625 line interlaced system refreshed at 25 frames
per second (each odd/even scan taking 1/50 of a second). Interlaced refreshing
works by making the following assumptions about 'real life’ television
pictures:
-
that is little difference between the information on adjacent lines hence
the eye averages the two scans of each frame and little or no flicker is
perceived.
-
there are few situations where edge boundaries on a picture are exactly
horizontal, i.e. along a scan line, and even less where a horizontal line
on a picture would be one scan line wide.
In many computer generated images the above assumptions do not apply. A
computer is quite capable of drawing a horizontal line one scan line wide
(see section below on the Raster Scan Graphics Display). If an interlaced
display is used in such situations flicker will then be perceived. i.e.
the line will only be redrawn 25 times per second and will flicker. High
quality computer graphics systems use non-interlaced displays refreshing
at 50 or 60 times per second.
The advantage of using interlaced displays is that the bandwidth is
halved over a non-interlaced system; leading to reductions in the complexity
and cost of the overall system, ie cheaper CRT tube, deflection circuits,
decoding circuits, memory on a computer graphics system, etc.
4
Graphics screen co-ordinate systems
Fig. 4 Coordinate system of a typical display system
A graphics terminal has some co-ordinate system related to its physical
size and shape. User programs can address the co-ordinate system drawing
lines between points, characters, etc. Fig. 4 shows a terminal with 1000*1000
points which may be addressed with 0,0 in the bottom left hand corner and
999,999 in the top right hand corner (in some cases 0,0 may be at the top
left hand corner or in the middle of the screen - some co-ordinate
systems start at 0,0 at 1,1).
Usually a user program will use a graphics package which enables the
user to work in his own coordinate system with the graphics package mapping
this onto the display co-ordinate system.
5
Important characteristics of graphics displays
Persistence of phosphor: The decay rate of light emission after a
point has been excited by the electron beam. Long persistence screens reduce
the need to refresh so often and are suitable for the display of slow changing
(over seconds) information, e.g. radar screens. Using a long persistence
screen for ‘real time’ information display, such as domestic television,
leads to smearing of the image.
-
Addressable points: The co-ordinate system used by the display in
terms of addressable points in the X direction (horizontal) and Y direction
(vertical).
-
Resolution: The smallest point which can be resolved from any other.
This is effected by not only the number of addressable points but also
the quality of the CRT. If the CRT system is of poor quality the minimum
dot size may be larger than the difference between two addressable points.
Attempts to use normal TV sets for graphics terminals often leads to loss
of resolution, e.g. normal ‘every day’ TV scenes do not need as high resolution
as a line drawing generated on a computer.
-
Aspect ratio: The ratio of X co-ordinates per unit length to Y co-ordinates
per unit length. Ideally for computer graphics such be 1:1 but is often
not.
-
Linearity: In practice a linear system is desired, i.e. the
addressable points per unit length of the screen is constant for each axis.
-
Convergence: This effects colour systems in that the linearity of
each colour circuit is not identical. If a white grid is drawn over the
screen lines ,near the edges, it breaks into individual red, green and
blue colours.
-
Random-vector display: The electron beam may be directed to any random
point on the screen under program control. The display frame is created
by moving the beam over the screen in the pattern of the image to be created.
-
Raster display: The display frame is created by the beam being moved
in a fixed raster pattern of the screen with appropriate points of each
line illuminated to give the impression of continuous vectors, etc.
6 The
Raster Scan Graphics Display
This type of graphics display uses the raster scan display techniques described
above. The screen is divided up into a matrix of addressable points called
pixels (typical matrices are 640*200. 640*400, 256*256, 51 2*512, 1024*1024,
etc., depending upon the quality of picture required). With each point
on the screen is associated one or more bits in a RAM memory; usually called
the bitmap. In a single plane system (one bit/pixel) if a particular bit
is set (value 1) the associated pixel on the screen is illuminated, if
it is zero the pixel is blank. A vector or character can be represented
by a sequence of bits in the bitmap being set on and hence the associated
pixels illuminated. Additional memory planes can be used to represent various
levels of intensity or colour. Fig. 5 shows a simple shape (an arrow) stored
in memory and the resultant display.
Fig. 5 Building up an image using a raster of pixels
In addition to the pixels representing lines and characters, areas or
blocks of the screen can be filled in to form TV like images and information
can be erased by clearing bits in the memory.
Fig. 6 Three plane raster display system
Fig. 6 shows a diagrammatic representation of a three plane raster display
system. A three plane system can be used to represent 8 different colours
or intensities, i.e. a three bit number read from the bitmaps can take
the values 0 to 7. The number of planes directly effects the number of
colours or intensities available, e.g. 8 colours (3 planes), 16 colours
(4 planes) 256 colours (8 planes) up to 24 plane systems (16 million colours
generated using 8 bits for green, 8 for blue and 8 for red) used to produce
images of TV type quality.
6.1
Colour lookup tables or palettes
On cheap displays the colours are fixed, e.g. the basic IBM/PC CGA system,
while on the more expensive systems they can be modified at run time using
a colour lookup table (sometimes called a palette), as shown in Fig. 7.
Fig. 7 Colour lookup table or palette
In Fig. 7 each location in the colour lookup table contains three values
defining the intensity (each typically 8 bits allowing 256 levels) of a
primary colour (green, red, blue; in this case the lookup table initialised
to the primary and secondary colours plus black and white). As each pixel
on the screen is addressed the associated value from the 3 memory planes
is decoded to select one of the 8 colours from the lookup table, e.g. if
the value from the memory planes was 011 binary the colour cyan would be
selected. Under program control the contents of a location in the lookup
table can be changed, e.g. red changed to brown, and the displayed image
changes immediately. This is very powerful in applications such as textile
design, where the same design may be used with different colour combinations.
Extra memory planes can be added to give more colours or intensity changes.
6.2 The true
colour system
For high quality TV type work a technique called 'true colour’ is usually
used In this technique 24 planes (or more) are used with 8 planes used
to store the green value, 8 for blue and 8 for red. No lookup table is
used with the encoded values driving the video circuits directly.
6.3
Information in the bitmaps
Although there is information in the bitmap memory on the vectors and characters
that go to make up the image, there is no simple one to one relationship
between user calls to draw and the contents of memory as in the display
file of the random-vector refresh display (see below). So if a light pen
is pointed at a pixel on the screen, the X and Y co-ordinates can be obtained,
but it is a difficult task to determine if the pixel belonged to a vector
or character and what segment it was part of. Therefore it is difficult
to use picture segmentation techniques on the simple raster scan display
described above (Appendix A describes a software based technique).
6.4 Raster
graphics is fairly new
Domestic and commercial high quality television systems have been around
for thirty or forty years (colour for twenty or thirty). However, until
the early 1980’s the computer graphics display market was dominated by
random-vector storage tubes and refresh displays (see below). The reason
for this was memory costs.
Consider a black and white raster display with 1024*1024 addressable
points, i.e. similar in quality to low cost storage tube and refresh displays.
The memory requirement to store the bitmap would be 1024*1024/8 = 131072
bytes of RAM. In the mid 1970’s this would have cost between $30K and $50K,
meaning a typical graphics system to cost in the order of $100K,
far more than the equivalent storage tube $4000 and refresh display ($20K).
Raster displays were used however in applications which needed TV type
images, i.e. with area shading, etc., and where cost was not an important
factor.
Today 1Mbyte of RAM can cost as little as $100 and raster displays
are the norm being available even on cheap home microcomputers.
7 The Storage
Tube Display
During the 1970’s and early 1980’s this type of random-vector display was
probably the most widely used in industry, research and education for graphics
applications. It was cheap ($4000 in 1980), simple to use and easy to program.
The storage tube behaves like a normal CRT with an extremely long-persistence
phosphor. Information written onto the screen remains visible for up to
an hour without the need to refresh. This ability to store the data requires
a special type of CRT but simplifies the external circuits because there
is no need to refresh the picture. The main drawback with this display
is that there is no means of selective erasure of parts of the drawn picture.
If parts of the picture are to be changed, the screen has to be cleared
and the image redrawn. Some of the storage tubes displays have the ability
to refresh a small amount of picture so this can be used for parts that
are to be changed, whereas the permanent part of the picture is stored.
The input devices of this display are keyboard and thumbwheel cursor
as standard with various options including tablets.
Advantages
(i) cheap
(ii) simple to use
(iii) large amount of software available for it
(iv) flat screen
(v) good resolution.
Disadvantages
(i) no selective erasure
(ii) single intensity
(iii) no colour.
Advantage (v), good resolution, was of major importance. The basic storage
tube display was the Tektronix 4010 with a 10 inch screen having 1024*1024
addressable points. The higher quality Tektronix 4014 used a 14 inch tube
having 4096*4096 addressable points. The resolution of the 4014 was excellent
and this was used extensively where pictures containing fine detail were
required, eg. chemical plant layout.
8
The random-vector (directed beam) refresh display.
Fig. 8 shows an outline drawing of a typical random-vector refresh display.
The control processor accepts commands from the host computer and encodes
these into a suitable form into a display file in memory. The display processor
unit (DPU) is a special type of processor which instead of carrying out
instructions to add, subtract, AND, etc., as in a normal processor, carries
out instructions to draw vectors, characters, etc. on the screen of the
display. The instructions for the DPU are placed in the display file which
is then read by the DPU and the commands obeyed. The display screen is
a normal CRT so the display processor unit has to go through the display
file regularly (once every 1/50 of a second) to refresh the picture on
the screen. Fig. 9 shows a typical GINO-F program and the resultant display
file.
Fig. 8 Diagram of a random-vector refresh display
Fig. 9 Display file of a typical refresh display
The control processor can access the display file at any time allowing
the user program to issue commands to modify segment attributes. The control
processor would then modify that part of the display file which contains
the segment. For example:
(a) segment on/off. To switch off a segment the control
processor places a JUMP instruction in the header of the segment, so the
next time the DPU comes to refresh the segment it will jump to the start
of the next and the switched ott segment will disappear from the screen.
To switch back on, the JUMP is removed and the segment reappears on the
next refresh.
(b) segment delete. A JUMP is again placed in the segment header but
an addition bit would be set to indicate a deleted segment, i.e. so it
cannot be switched on again. After a time there will be many deleted segments
in the display file and the file will be shuffled to remove them and clear
space at the end for new segments.
(c) PICBEG open a new segment. This will check to see if a segment of
the same number exists and if so will delete it. The Header of this new
segment is then entered in the display file.
(d) PICEND. Close segment.
(e) PICINT change segment intensity. The attributes word in the segment
header setting up the intensity is changed.
(f) PICSEN make pen sensitive or insensitive. The attributes word in
the header that indicates if this segment is pen sensitive is changed.
Thus by modifying various attributes words in the segment header it is
possible to modify dynamically the attributes of a segment. On the next
refresh the change will appear on the screen.
The techniques used to update the display file vary from display to
display: Some require the DPU to be halted while making updates (this
time is very small so the user does not notice it) while others wait for
the end of the current refresh before making changes. In the display there
is normally a clock which interrupts the control processor every 1/50 or
1/60 of a second to indicate that refresh should start again. If the picture
cannot be drawn in a 1/50 of a second the refresh rate then drops to 25
times per second leading to flicker.
8.1
The use of a Light Pen on a random-vector refresh Display.
The light pen is a device which is sensitive to the light given off by
the screen of the display. The DPU goes through the display file executing
instructions to draw vectors or characters. It the light pen was pointed
at a particular vector or character on the screen a signal would be sent
back to the control processor causing an interrupt (this signal also halts
the DPU). Thus the program counter (memory pointer) of the DPU will be
pointing to the memory location after the instruction to draw the vector
or character seen by the light pen. The control processor can read the
value of the program counter of the DPU and by examining the display file
at that point, work out what segment the vector or character belonged to.
This segment number would then be passed back to the user program for contro
purposes. For example a menu could be displayed on the screen so:
HALT
PLOT
EXECUTE
ENTER VALUES
each item in the menu would be in a different segment, i.e. HALT in
segment 1, PLOT in 2, etc. The user when selecting a menu item points the
light pen at the appropriate item, e.g. PLOT, and the segment number associated
with it is passed back to the program (number 2). The program from the
value of the segment decides what to do, i.e. plot a picture. Thus the
light pen is a very powerful tool for identifying parts of a picture drawn
on the screen. All the user has to do is point the pen at the item required
and the program identifies it from the segment number. In practice a light
pen can be very tiring on the arm, in particular when using a very large
screen.
In the segment header is a word indicating if it is pen sensitive or
insensitive. If the segment is insensitive the light pen is disabled by
the hardware while it is drawn and it cannot be ‘seen’. This enables the
user to make pensensitive (using PICSEN under GINO-F) only those segments
the program needs to see at any time.
Advantages of the directed beam refresh display
(i) very powerful facilities with fancy input such as the light pen
Disadvantages
(i) very expensive (in 1976 cheapest $15000 rising to $250000)
(ii) difficult to program, requires assembler code programmers
9
Connection of VDU’s and early graphics terminals to a host computer.
The terminal is usually connected to its host computer system via an asynchronous
serial communication line (can sometime be synchronous or parallel) as
shown in Fig. 10.
Fig. 10 Connection of a VDU or displays terminal to a host computer
In Fig. 10 the host computer controls the SlO (Serial I/O) interface
or MUX (Multiplexer) encoding commands to control the display or draw into
characters. The data to be passed to the display is encoded into ASCII
characters because this enables devices to be linked into the normal time
sharing I/O system of the computer. As far as the host computer is concerned
the display is just another terminal connected to it and running jobs.
The line speed used depends upon the capability of the host computer and
the performance (drawing speed) required by the user. This can vary from
300 baud (30 characters/second) over telephone lines to 9.6 Kbaud (9600
characters/second) over local lines. As it can take four or five characters
to represent a vector the vector drawing speed is directly related to the
line speed.
The control circuits of the display can vary from the simple fixed logic
circuits of the VDU and other simple interactive devices up to microprocessor
circuits used in the advanced graphics displays with many facilities. The
advantage of the microprocessor control circuits is that the control program
can easily be changed to add new facilities i.e. extra input devices, special
characters or symbols, etc.
Input devices would consist of a keyboard as standard plus cursor (cross
hairs), light pen, tablet, tracker ball, joystick, etc., depending upon
the facilities required by the user.
10 Modern
graphics workstations
Early graphical terminals had very little computing power of their own
and required a host computer to perform the calculations. The terminal
would be linked to the host via a communications channel. This varies from
a simple serial line when using a medium cost system, up to a high speed
parallel system when using expensive displays. As computer hardware costs
fell, more and more power was moved into the terminal. With the advent
of microprocessors the graphical display terminals could become stand-alone
systems.
Today, low cost home computers have a simple colour graphics facility.
In engineering applications personal workstations with the power of a large
microcomputer or small minicomputer and with high quality graphics are
becoming the norm. The workstations are generally connected in a network
to allow access to shared databases, plotters and centralised mainframes
for number crunching applications.
Appendix
A: Implementing a display file on a raster scan display
One technique is to implement a display file in the host computer is shown
in Fig. A.1.
Fig. A.1 Implementing a display file on a host computer for a raster
display
Commands to draw vectors and characters are sent to the display and
a copy entered into the display file in a format similar to that of a random-vector
refresh display. Picture segment information can also be entered into the
display file. A command to change segment attributes is not sent to the
raster display as it has no facilities to carry it out. Instead, the graphics
software looks up the segment in the display tile and then sends a modified
copy to the display.
For example, to change the position of a segment (GINO-F command PICTO)
the segment is found in the display tile. The display is switched into
erase mode and the segment redrawn so it disappears from the screen. Its
position is updated in the display file, the display switched into normal
mode and the segment then redrawn at the new position on the screen. Although
this enables the powerful techniques of the refresh display to be implemented
on the much cheaper raster scan display the whole display needs to redrawn
occasionally as wholes are left in the image where picture segments are
been erased.