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Updated 2023-05-19 History of computer graphics Input and output (I/O) Using computers requires some means by which information can be sent to and received from them (input and output). Teleprinters were among the first devices used for this purpose. Computers used teleprinters for input and output from the early days of computing. Punched card readers and fast printers replaced teleprinters for most purposes, but teleprinters continued to be used as interactive time-sharing terminals until video displays became widely available in the late 1970s.
One of the earliest digital computers that could output results in real time was Whirlwind I , completed in 1951 and used as part of a flight simulator. Its role was to continually update a simulated instrument panel according to control inputs from the pilot (there was no graphical display). Earlier simulators, like the Link Trainer, used analog computers .
The first flight simulator for personal computers was FS1 Flight Simulator, developed by Bruce Artwick and first released for Apple II computers, which might explain why certain extraterrestrials chose this type of computer to control their spaceship. Display technology Electromechanical output devices were eventually replaced by electronic displays using various technologies, some of which are listed below.
Before the devices currently called monitors were developed, computers displayed some of their output and allowed the state of their internal registers to be monitored by means of front panels, which usually included indicator lamps or digit displays. These panels of lights became known as monitors. The first monitors that could display graphics were CRT vector monitors . A vector monitor[...] is a type of CRT, similar to that of an early oscilloscope. In a vector display, the image is composed of drawn lines rather than a grid of glowing pixels[...]. The electron beam follows an arbitrary path tracing the connected sloped lines, rather than following the same horizontal raster path for all images.
A CRT vector monitor would either have internal memory (which was very expensive at the time) for storing the parameters necessary to draw the image and refresh it many times a second, or use a storage tube . Vector monitors were succeeded by raster scan CRT monitors, similar to television screens. In a raster scan monitor the electron beam sweeps across the entire screen in a series of approximately horizontal lines, the image being generated by the variable intensity of the beam. Most home computers from the 1980s could also be connected to television screens, which had very low resolution, but so did the home computers. The following video shows an Atari 800XL computer connected to a colour CRT raster scan video monitor (not a dedicated computer monitor, but better than a TV). As can be seen, the Atari 800XL had a CPU which could function at a much higher clock speed than normal, when the computer was operated by the right person. On raster displays sloped lines can not be drawn directly, so they have to be turned into series of pixels by means of algorithms such as Bresenham's line algorithm , for instance. This algorithm avoids floating point operations and uses only addition and subtraction of integers, which leads to better performance on CPUs without a floating point unit .
In general, a raster display requires more memory for storing the image than a vector display. For instance, a monochrome display with a resolution of 256*256 pixels requires 256*256 = 65536 bits = 65536/8 = 8192 bytes = 8 KiB of memory, while a vector display with the same effective resolution, assuming that the coordinates of the 2 points at the end of each line are stored and each such coordinate requires 8 bits = 1 byte (28 = 256), requires 4*nL bytes, where nL is the number of lines drawn. Therefore, in these conditions, an image composed of less than 8192/4 = 2048 lines requires less memory if displayed on a vector display. However, with a vector display, which, unlike a raster display, does not have a fixed refresh rate, the computer can, in certain cases, just send the necessary parameters to the display directly as they are calculated in the program, in which case no special memory to store the image is needed at all. This approach was used in a video game console called Vectrex (1982), for instance: The computer runs the game's computer code, watches the user's inputs, runs the sound
generator, and controls the vector generator to make the screen drawings. The vector generator is an
all-analog design using two integrators: X and Y. The computer sets the integration rates using a
digital-to-analog converter.
Graphics processing units and 3D graphics The data for the pixels displayed on a raster display is usually stored in a segment of random-access memory (RAM), called framebuffer . Modern computers have specialised circuits for converting this data into a video signal, which is then sent to the monitor. In a ZX Spectrum computer, for instance, the framebufer consists of 6912 bytes (6.75 KiB) of system memory starting at address 16384, which is the beginning of RAM, because the first 16 KiB are read-only memory (ROM) storing a BASIC language interpreter and a few other routines. Computers can also have separate memory for the framebuffer, sometimes located on a separate video card attached to the mainboard. The circuit which converts the data stored in memory into a video signal is called graphics processing unit (GPU). Advanced GPUs can also receive drawing commands and draw certain things on their own, sometimes even 3D graphics, freeing the CPU (central processing unit) of some of the work. The expression 3D computer graphics refers to mathematically projecting 3D objects described by parameters stored in a computer's memory onto a 2D surface and then displaying the resulting image. In principle, this means photographing objects that don't exist with a camera that doesn't exist and then displaying the picture, resulted from calculations performed by a CPU or a GPU, on a computer screen. Photography is a method for creating images by recording light emitted or reflected by objects onto a photosensitive surface. The main optical device required in photography is called camera obscura and was initially used as an aid for drawing or painting, studying eclipses without the risk of damaging the eyes by looking directly into the sun etc. Advanced GPUs started to be widely used in the 1980s and their design has been changing ever since: In 1985, the Commodore Amiga featured a custom graphics chip, with [...] a coprocessor with
its own simple instruction set, capable of manipulating graphics hardware registers[...]. In 1986,
Texas Instruments released the TMS34010, the first fully programmable graphics processor. It could run
general-purpose code, but it had a graphics-oriented instruction set. The most common criticism of GTK is the lack of backward-compatibility in major updates, most notably in the application programming interface and theming. Fortunately, many programs (including advanced 3D renderers and even really good 3D games) that don't require specialised GPUs or graphics libraries are still developed.Final considerations
Before deciding which one of the 2 screenshots above looks better, you might care to notice that the instrument panel is a lot more readable in the second image, displayed by the simulator from 1989, which runs perfectly on a 286 CPU and does not use a 3D accelerator, and since computer games are made for the purpose of entertainment, you might also consider some other aspects, such as:
Besides, the Link Trainer , mentioned and shown above, which was a flight simulator created by Edwin Link in 1929, didn't even have a video display. All it had was an instrument panel and that was the point, because the simulator was made to teach new pilots how to fly by instruments. Link's first military sales came as a result of the Air Mail scandal, when the Army Air Corps took over carriage of U.S. Air Mail. Twelve pilots were killed in a 78-day period due to their unfamiliarity with Instrument Flying Conditions. [...] The Air Corps was given a stark demonstration of the potential of instrument training when, in 1934, Link flew in to a meeting in conditions of fog that the Air Corps evaluation team regarded as unflyable. Therefore, people interested in the newest CPUs or video cards because they want to play the most realistically looking games might want to consider some of the aspects presented here, not to mention the disaster caused by electronic waste . |
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