1Fall 2004 6.831 UI Design and Implementation 1 Fall 2004 6.831 UI Design and Implementation 2 Output models Drawing Rasterization Color modelsFall 2004 6.831 UI Design and Implementation 3 Components Graphical objects arranged in a tree with automatic redraw Example: Label object, Line object Also called: views, interactors, widgets, controls, retained graphics Strokes High-level drawing primitives: lines, shapes, curves, text Example: drawText() method, drawLine() method Also called: vector graphics, structured graphics Pixels 2D array of pixels Also called: raster, image, bitmapFall 2004 6.831 UI Design and Implementation 4 Component model Each node and edge is a component A node might have two subcomponents: circle and label Stroke model Graph view draws lines, rectangles and text Pixel model Graph view has pixel images of the nodesACB2Fall 2004 6.831 UI Design and Implementation 5 ! Layout Input Redraw Drawing order Heavyweight objects Device dependenceFall 2004 6.831 UI Design and Implementation 6" ComponentsStrokesPixelsdrawingrasterizationFall 2004 6.831 UI Design and Implementation 7 ! Drawing goes top down Draw self (using strokes or pixels) For each child component, If child intersects clipping region then intersect clipping region with child s bounding box recursively draw child with clip region = intersectionACBclip regionFall 2004 6.831 UI Design and Implementation 8 # $ACBADBACBdamaged region3Fall 2004 6.831 UI Design and Implementation 9%&'$ !()) Determine damaged regionRedraw parent(children blink out!)Redraw childrenObject movesFall 2004 6.831 UI Design and Implementation 10*+,)) Double-buffering solves the flashing problemScreenMemory bufferFall 2004 6.831 UI Design and Implementation 11-. Drawing surface Also called drawable (X Windows), GDI (MS Win) Screen, memory buffer, print driver, file, remote screen Graphics context Encapsulates drawing parameters so they don t have to be passed with each call to a drawing primitive Font, color, line width, fill pattern, etc. Coordinate system Origin, scale, rotation Clipping region Drawing primitives Line, circle, ellipse, arc, rectangle, text, polyline, shapesFall 2004 6.831 UI Design and Implementation 12$/ Is (0,0) the center of the top-left pixel, or is it the upper left corner of the pixel? MS Win: center of pixel Java: upper left corner Where is line (0,0) (10,0) actually drawn? MS Win: endpoint pixel excluded Java Graphics: pen hangs down and right Java Graphics2D: antialiased pen, optional pixel adjustments made for compatibility Where is empty rectangle (0,0) (10,10) drawn? MSWin: connecting those pixels Java: extends one row below and one column right Where is filled rectangle (0,0) (10,10) drawn? MSWin: 121 pixels Java: 100 pixels4Fall 2004 6.831 UI Design and Implementation 13# -* $SimpleAntialiasedSubpixel renderingFall 2004 6.831 UI Design and Implementation 140 Pixel model is a rectangular array of pixels Each pixel is a vector (e.g., red, green, blue components), so pixel array is really 3 dimensional Bits per pixel (bpp) 1 bpp: black/white, or bit mask 4-8 bpp: each pixel is an index into a color palette 24 bpp: 8 bits for each color 32 bpp: 8 bits for each color + alpha channel Color components (e.g. RGB) are also called channels or bands Pixel model can be arranged in many ways Separate planes (RRRGGGBBB) vs. interleaved (RGB RGB RGB) Scanned from top to bottom vs. bottom to topFall 2004 6.831 UI Design and Implementation 15 Alpha is a pixel s transparency from 0.0 (transparent) to 1.0 (opaque) so each pixel has red, green, blue, and alpha values Uses for alpha Antialiasing Nonrectangular images Translucent components Clipping regions with antialiased edgesFall 2004 6.831 UI Design and Implementation 16,, BitBlt (bit block transfer) copies a block of pixels from one image to another Drawing images on screen Scrolling Double-buffering Clipping with nonrectangular masks Alpha compositing rules control how pixels from source and destination are combined More about this in a later lecture5Fall 2004 6.831 UI Design and Implementation 17 (( GIF 8 bpp, palette uses 24-bit colors 1 color in the palette can be transparent (1-bit alpha channel) lossless compression suitable for screenshots, stroked graphics, icons JPEG 24 bpp, no alpha lossy compression: visible artifacts (dusty noise, moire patterns) suitable for photographs PNG lossless compression 1, 2, 4, 8 bpp with palette 24 or 48 bpp with true color 32 or 64 bpp with true color and alpha channel suitability same as GIF better than GIF, but no animation IE supports transparent pixels, but not full alpha transparencyFall 2004 6.831 UI Design and Implementation 18! RGB: cube Red, green, blue HSV: hexagonal cone Hue: kind of color Angle around cone Saturation: amount of pure color 0% = gray, 100% = pure color Value: brightness 0% = dark, 100% = bright HLS: double-hexagonal cone Hue, lightness, saturation Pulls up center of HSV model, so that only white has lightness 1.0 and pure colors have lightness 0.5 Cyan-Magenta-Yellow(-Black) Used for printing, where pigments absorb wavelengths instead of
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