Computer Display Engineering Practice Flashcards

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This set covers technical definitions, coordinate systems, transformations, and display algorithms from the Computer Display Engineering lecture notes.

Last updated 2:55 AM on 6/1/26
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33 Terms

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CRT (Cathode Ray Tube)

A monitor type using a fluorescent screen to display pixels; features include low cost, true color quality, and high durability, but it is heavy and consumes a lot of electricity.

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LCD (Liquid Crystal Display)

A monitor type that operates on the principle of blocking light; features include high brightness and sharpness, but it may have low pixel density leading to poor visibility in direct sunlight.

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PDP (Plasma Display Panel)

A monitor known for vivid colors and wide viewing angles, though it tends to consume significant power and heat up easily.

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Screen Size Calculation

Measured in inches, determined by the diagonal length between two opposite corners of the screen (excluding the bezel), where 1inch=2.54cm1\,inch = 2.54\,cm.

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Screen Resolution

The maximum number of pixels that can be displayed on a screen, represented by dimensions such as 640×480640 \times 480 or 1024×7201024 \times 720.

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Aspect Ratio

The ratio of vertical points to horizontal points required to generate a unit length line in both directions on the screen (e.g., a 3/43/4 ratio means 33 vertical points equal 44 horizontal points).

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Frame Buffer

A memory region that stores the color values of all points on the screen, maintaining a bijective (one-to-one) relationship with the display.

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Refresh Rate

The number of times the image on the screen is updated per second, measured in HzHz; standard LCDs typically range from 6060 to 144Hz144\,Hz.

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RGB Color Space

A color system built on three primary colors: Red, Green, and Blue, where each color is a combination of these three base values.

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HSL Color Space

Represented by Hue, Saturation, and Lightness in a cylindrical coordinate system limited within two cones joined at their bases.

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HSV Color Space

Represented by Hue, Saturation, and Value in a cylindrical coordinate system limited within a single cone.

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Graphics Application

Software designed for non-programmers to create images without needing to understand the underlying generation process, such as AutoCAD or Adobe Photoshop.

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Positive Coordinate System

A Cartesian system where points are described by pairs of real numbers, the origin is (0,0)(0,0), and positive directions follow the right-hand rule.

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Negative Coordinate System

A system where the origin is (0,0)(0,0) but the positive direction of the OyOy axis is reversed compared to the positive system; commonly used in computer graphics and robot control.

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Device Coordinate System

Used by specific output devices like monitors or printers; points are discrete, and for computer screens, the origin (0,0)(0,0) is the first pixel at the top-left corner.

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Polyline Data Requirements

To display a specific polyline, the system requires the coordinates of the vertices, attributes like color and thickness, and the drawing method (straight or curved).

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Linear Transformation

A transformation of an object's points using linear operations, including rotation, scaling, and translation.

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Translation

Moving an object by shifting all its points by a fixed vector; applying two successive translations results in a new translation where the vector is the sum of the two original vectors.

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Scaling Transformation

Enlarging or shrinking an object by a fixed ratio; applying two successive scaling operations results in a new scaling transformation where the ratio is the product of the original ratios.

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Homogeneous Coordinates

A coordinate system used to represent geometric transformations (like translation) as matrix multiplications.

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Rotation (2D)

Geometric transformation where a point is rotated around the origin by an angle θ\theta; applying two successive rotations results in a single rotation by the sum of the two angles.

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Spherical Coordinate System (3D)

A system where a point's position is defined by three values: the radial distance rr from the origin, the elevation angle θ\theta, and the longitude angle ϕ\phi.

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Wireframe Model

A 3D object representation consisting of a set of vertices and the edges connecting them.

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Parallel Projection

Uses parallel lines passing through object vertices; it preserves alignment, order of points, and parallel relationships but does not provide a realistic 3D representation.

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Perspective Projection

Uses lines passing through object vertices that converge at a center point; it produces a more realistic image where object size changes relative to the distance from the projection plane.

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Polygon Mesh

A method of representing 3D objects using a grid of small polygons (usually triangles or quadrilaterals) joined together.

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Z-buffer (Depth-buffer) Algorithm

A hidden surface removal method that uses a depth buffer to store the minimum zz coordinate at each pixel to determine visibility.

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Scan-line Algorithm

A hidden surface removal method that checks the intersections of all polygon surfaces for each horizontal scan line to determine visible segments.

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Depth-sort Algorithm

A hidden surface removal technique that sorts surfaces by depth in descending order and draws them from the furthest to the nearest.

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Area-subdivision Algorithm

A method that recursively divides an image into smaller regions until each sub-region is simple enough to be displayed without depth testing.

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Ambient Light (Background Light)

Light that reaches an object from all directions after multiple reflections off surrounding objects.

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Refraction

The process where light changes direction as it passes from one medium into another with a different refractive index, following Snell's Law.

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Halftoning

A method used to display various light intensities on a screen.