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Video

What it is

• Collection of parts and software designed

to put a picture on a screen

• Monitor shows you what is going on with

software (and OS)

• Primary output device for PC

• Video card, or Display Adapter handles

communication between CPU and monitor

CRT Monitors

• A LOT of high voltage, resist the urge to

take it apart!

Electron

Beam Electron Guns

(3)









Shadow Mask Yoke





Phosphor Coating on

inside of tube

How it works

• Electron gun fires a beam of electrons

• Path of electrons is shaped by the yoke

(bent)

• Electrons strike the phosphors and make

them glow

• Phosphors have persistence so they

continue to glow after electron beam stops

Refresh

• Electron beams sweep from upper left to

right – across then down to next line

Raster Line









Horizontal

Refresh Rate









Vertical Refresh Rate

Adjustments

• Try not to do it; the manufacturer knows

better than you do.

• The video card “pushes” the monitor –

that’s where changes are made

Resolution

• Number of horizontal pixels by the number

of vertical pixels



640x480









800x600

Aspect Ratio

• Ratio of horizontal to vertical pixels

• 4:3 for CRT and many LCD monitors

• 16:9 for wide-screen monitors (same as

theaters use)

Dot Pitch

• One significant measure of value of

monitor: more expensive = lower number









Dot Pitch

In millimeters



Dot pitch of .28 or less gives a nice, sharp image.

At .35 it seems like you can see the dots (TV image)

LCD (Passive) Monitors

• Light travels in waves (one definition)

• Liquid crystals tend to align with grooved

surface or magnetic field.

• Aligned crystals will allow light to pass

through (no electrical potential)

• Apply electrical potential and no light

passes through

• This is digital, rather than analog of CRTs

LCD Pixels

Passive Matrix

• Wires in “Y” and “X” directions

• Voltage on wires allowed light to pass

• Slow response: “smeared” image

• Laptops for early years

Thin Film Transistor (TFT)

• Also called Active Matrix

• Vast improvement over Passive Matrix

• One, or more, transistors control each

color dot

• Brighter, better contrast, faster, more

colors and wider viewing angle

Resolution

• LCDs have a native resolution – looks best

there

• Mine is 1280x1024 @ 60 Hz (19”)

• Can run lower resolution, but picture

sharpness suffers – even with anti-aliasing

• Object size does not “grow” quite as

quickly as monitor size

Other Measures

• Contrast Ratio: Bright to dark 700:1

• Brightness: 400cd/m2

• Response time: 4 ms

Projectors

• Lumens = brightness of projected image

• Throw = size of image at a certain

distance from screen

• Lamps get hot quickly, need fan to cool

them and are expensive to replace

Common Features

• Size does NOT belong here. CRT’s are

smaller (for same size) than LCDs

Viewable

image size

15.5”









CRT

LCD

Monitor size 15” screen

17” size

Connections

• CRTs only use analog, 15-pin connector

• LCDs can use either analog or digital

connector

• Video cards use RAMDAC to convert

digital to analog for display



Graphics

Processing

Unit

Power Conservation

• Turn off the CRT to reduce power

consumption or when you walk away

• Burn-in of image is a long lost art. Used to

happen on older monitors.

• Typical CRT = 120-200 watts

Adjustments

• On/Off switch

• Brightness and contrast buttons (CRT)

• Menu activate/select button for on-board

menu system

Video Cards

• Three parts: Video RAM, video processor

circuitry and RAMDAC

• Early cards just shuffled BIOS bit-maps to

the screen (put a dot here, and one there)

• Used small amounts of RAM

• 80 characters by 24 rows

Color Depth

• 16 colors = 4 bits

• 256 colors = 8 bits

• 64k colors = 16 bits

• 16.7 million colors = 24 bits

• VGA mode is 640x480 @ 16 colors

• Please don’t memorize table 17-1!

AGP

• Accelerated Graphics Port

• Single slot, never two

• 66 MHz, 32-bits wide

• Uses strobing for 2x, 4x and 8x transfers

on each clock cycle









21

On its own bus

Video RAM

• VRAM – Video RAM – allowed read/write

at same time

• WRAM – Windows RAM – optimized for

moving windows around – died quickly

• Replaced with DDR, DDR2, GDDR3 and

GDDR4 SDRAM

Graphics Processor

• Can be done by CPU (for on-board

graphics) but not efficient

• ATI and NVIDIA make most GPUs

• New GPUs come out often; a challenge to

keep up with models

• More dollars = newer GPU

PCIe x16

• Serial communication

• 16 “lanes” or channels

• Replacement for PCI bus as cards

become available (x1 and x4 variants)

• SLI – its either Scan Line Interleave or

Scalable Link Interface – two video cards

(matched set)

Installation

• Read the install manual first, not later!

• Remove old drivers first. Reset system to

VGA mode on existing card

• Install new drivers

• Install new card

• Finish driver installation

• Try to keep other cards away from video



16

Display Applet

11

Drivers

• Windows can crash and require a re-install of

OS simply by installing a new video card and not

uninstalling the old video drivers first.

• Go to Add/Remove Programs to uninstall video

driver. (Step 1)

• Insert CD for new card and start driver

installation. (Step 2)

• Stop system where directed and install card.

(Step 3)

• Finish driver installation.

If the Card went bad

• Can’t get to Add/Remove programs.

• Have to install card to get working display.

• Start up in Safe Mode; you can delete

drivers in this mode.

• Load drivers for new card. I lucked out as

Windows recognized card and had drivers.

Color Correction

• Also called color temperature

• Device that fits on monitor and looks at the

display

• Graphic artists use these so they can set

colors exactly.

3-D Games

• Started with sprites – still images of an

object; multiple images used to create

depth

• True 3-D uses vertices to define points on

an object which are then “edged” with flat

polygons

• Last step is to cover the edges with

texture(s)

• Takes a lot of computing horsepower

6

3-D Video Cards

• Graphical Processing Units (GPU) to do

the 3-D rendering tasks

• Lots of RAM to store textures

• We need standardized command sets to

allow communication between game and

video card:

– OpenGL for UNIX, then PC’s

– DirectX API (Application Programming

Interface) from Microsoft

DirectX

• Supports Video, Sound, Network

connections and Input devices

• Provides common interface for games –

don’t have to write to specific video card

• Vista wants DirectX 10, not 9.0c which

most of us have







4

Troubleshooting Cards

• Video cards seldom fail, but might

• Often a driver issue – Windows cares about

video card, but not monitor

• You can go to Add/Remove Programs to delete

video driver

• Try Safe Mode to see if problem “goes away” –

then you know it is driver (or setting)

• Try another monitor – often a hassle, but well

worth the time

• Check the settings for resolution, refresh & color



2

Troubleshooting CRTs

• Try another monitor, then get another

monitor – don’t try to fix them, the dollars

don’t work out

• Check the signal cable connections –

loose cable will color the screen or miss

colors

• Client with no video turned out to be failure

to start up

And then…

• Plasma Display Panels

– Large screen sizes

– Miniature florescent lights – three per pixel

– Uses as much power as CRT

– First ones had bad habit of burning out

• Digital Light Processing (DLP)

– One mirror for each pixel

– Don’t know how they move, but they do



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