1-List
  the operating characteristics for the following display technologies: Raster
  refresh systems, vector refresh systems, plasma panels and LCDs. 
   
  Raster Refresh systems: 
  Electron beam is swept across the screen, one row at time, from top to
  bottom. Each row is referred to as a scan line. As the electron beam moves
  across a scan line, the beam intensity turns on and off to create a pattern
  of illuminated spots. 
  Vector Refresh Systems: 
  The system cycles through the set of commands in the display file, drawing
  each component line in turn. After all line drawing commands have been
  processed, the system cycles back to the first command in the list. 
  Plasma Panels: 
  Constructed by filling the region between two glass panels with a mixture of
  gases that usually includes neon, a series of vertical conducting ribbons is
  placed on one gas panel and a set of horizontal conducting ribbons is built
  into the other glass panel. 
  LCDs: 
  Operating by producing a picture by passing polarized light from the
  surroundings or from an internal light source through a liquid-crystal
  material that can be aligned to either block or transmit the light.
 
   
  3-Determine
  the resolution (pixels per centimeter) in the x and y directions for the
  video monitor in use on your system. Determine the aspect ratio, and explain
  how relative proportions of objects can be maintained on your system. 
   
  Resolution is the number of points per centimeter that can be plotted
  horizontally and vertically although it is often simply stated as the total
  number of points in each direction. In my system the resolution is: 1280 by
  1024 pixel The aspect ratio is an another property of video monitors which is
  now often defined as the number of pixels columns divided by the number of
  scan lines that can be displayed by the system (sometimes the term aspect ratio
  is used to refer to the number of scan lines divided by the number of pixel
  columns) aspect ratio can also be described as the number of horizontal
  points to vertical points (or vise versa) necessary to produce equal- length
  lines in both directions on the screen 
   
  14-Compare
  the advantages and disadvantages of three-dimensional monitor using a
  varifocal mirror to those of a stereoscopic system. 
   
  The varifocal mirror vibrates, it changes focal length. These vibrations are
  synchronized with the display of an object on a CRT so that each point on the
  object is reflected from the mirror into a spatial position corresponding to
  the distance of that point from a specified viewing location. This allows us
  to walk around an object or scene and view it from different sides.
  Disadvantages: stereoscopic system does not produce true three-dimensional
  images. Advantages: it does provide a three-dimensional effect by presenting
  a different view to each eye of an observer so that scenes do appear to have
  depth. 
   
  15-List
  the different input and output components that are typically used with
  virtual-reality systems. Also, explain how users interact with a virtual
  scene displayed with different output devices, such as two-dimensional and
  stereoscopic monitors. 
   
  Some of the input components that are typically used with the virtual-reality
  systems are: Data Gloves, Digitizers, Touch panels and Light pens Some of the
  output components that are typically used with the virtual-reality systems
  are: Stereoscopic monitors The user interact with a virtual scene displayed
  with different output devices by obtaining two views of the scene generated
  with viewing directions along the lines from the position of each eye (left
  and right) to the scene. We can construct the two views as computer-generated
  scenes with different viewing positions, or we can use a stereo camera pair
  to photograph an object or scene when we simultaneously look at the left view
  with the left eye and the right view with the right eye the two views merge
  into a single image and we perceive a scene with depth. 
   
  16-Explain
  how virtual-reality systems can be used in design applications. What are some
  other applications for virtual-reality systems? 
   
  With virtual-reality systems, designers and others can move about and interact
  with objects in various ways. Stereoscopic viewing is a component in
  virtual-reality systems, where users can step into a scene and interact with
  the environment. 
   
  17-List
  some applications for large screen displays. 
   
  Theses systems are designed for presenting graphics displays at meetings
  conferences, conventions, tradeshows, retail stories, museums and passenger
  terminals. 
   
  18-Explain
  the differences between a general graphics system designed for a programmer
  and one designed for a specific application, such as architectural design. 
   
  General programming package provides a library of graphics functions that can
  be used in programming languages such as C, C++, Java, or Fortran. Basic
  functions in a typical graphics library include those for specifying picture
  components (straight lines, polygons, spheres, and other objects), setting
  color values, selecting views of a scene, and applying rotations or other
  transformations. Some examples of general graphics programming packages are
  GL (Graphics Library), OpenGL, VRML (Virtual-Reality Modeling Language), Java
  2D, and Java 3D Special-Purpose packages are designed for nonprogrammers who
  want to generate pictures, graphs, or charts in some application area without
  worrying about the graphics procedures that might be needed to produce such
  displays. The interface to a special-purpose package is typically a set of
  menus that allows users to communicate with the programmers in their own
  terms. Examples of such applications include artist’s painting programs and
  various architectural, business, medical, and engineering CAD systems. 
   
  19-Explain
  the difference between the OpenGL core library, the OpenGL Utility, and the
  OpenGL Utility Toolkit. 
   
  - In the OpenGL core library, function names are prefixed with gl, and each
  component word within a function name has its first letter capitalized. 
  - The OpenGL Utility provides routines for setting up viewing and projection
  matrices, describing complex objects with line and polygon approximations,
  displaying quadrics and B-splines using linear approximations, processing the
  surface-rendering operations, and other complex tasks. Function names are
  prefixed with glu. 
  - The OpenGL Utility Toolkit provides a library of functions for interesting
  with any screen-windowing system. Function names are prefixed with glut. 
   
   
  21-List
  the statement needed to set up an OpenGL display window whose lower-right
  corner is at pixel position (200,200), with a window width of 100 pixels and
  a height of 75 pixels. 
   
  The glutInitWindowPosition function give an initial location for the top-left
  corner of the display window, so we calculate the top-left corner and it is
  (100,125). 
  The statements are: 
  glutInit (&argc, argv); // the GLUT initialization 
  glutCreateWindow ("Window Title "); // for the title bar 
  glutInitWindowPosition(100,125); //location from top-left corner 
  glutInitWindowsize (100, 75); //size of display window 
   
  22-Explain
  what is meant by the term "OpenGL display callback function". 
   
  The procedure that we set up to describe our picture is referred to as a
  display callback function. In general, OpenGL programs are organized as a set
  of callback functions that are to be invoked when certain actions occur. 
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