Assuming 12 bits for each pixel, rather than per color. The 105 bit per second sounds kind of slow, though. A 640 x 480 = 307,200 pixels. Multiply by 12 bits = 3,686,400 bits. So divide by 105 bits per second = 35,109 seconds, or about 9 hours 45 minutes.
ask your lecturer man. MMU right?
how pixel screen positions are stored and retrieved from frame buffer?
to store 12 bits per pixel 1.for system with resolution 640 by 480 frame buffer size=(640*480*12)/8=0.46Mbyte 2.for system with resolution 1280 by 1024 frame buffer sizs=(1280*1024*12)/8=1.96Mbyte 3.for system with resolution 2560 by 2048 frame buffer sizs=(2560*2048*12)/8=7.86Mbyte to store 24 bits per pixel 1.for system with resolution 640 by 480 frame buffer size=(640*480*24)/8=0.92Mbyte 2.for system with resolution 1280 by 1024 frame buffer sizs=(1280*1024*24)/8=3.93Mbyte 3.for system with resolution 2560 by 2048 frame buffer sizs=(2560*2048*24)/8=15.72Mbyte
A frame buffer temporarily stores an entire image frame for image or video capture applications. Here, 'buffer' implies 'temporary memory'. 'Random access' means that an interfacing microprocessor or other electronic component can read from ('access') arbitrary ('random') memory locations. Given that this is in the context of a frame buffer, that means you could read the first pixel, then the pixel on the 10th row and 9th col, then the last pixel, or any order desired. This is in contrast to 'sequential access', which only allows reading consecutive memory locations (ie read pixel1, then pixel 2, pixel3, ...). Hopefully it is clear that random access allows for more control and is necessary for image processing operations. On the other hand, sequential access gives less control, but is sufficient for transferring an image frame to memory or from camera to LCD display. To be clear, 'random' here means 'arbitrary', and is also used to describe the general-purpose random access memory (RAM) in PCs.
That's going to depend on how many pixels have to be loaded, which the question neglects to specify. The number of seconds required will be 0.1132 times the number of pixels.
The Z-buffer algorithm is a convenient algorithm for rendering images properly according to depth. To begin with, a buffer containing the closest depth at each pixel location is created parallel to the image buffer. Each location in this depth buffer is initialized to negative infinity. Now, the zIntersect and dzPerScanline fields are added to each edge record in the polyfill algorithm. For each point that is to be rendered, the depth of the point against the depth of the point at the desired pixel location. If the point depth is greater than the depth at the current pixel, the pixel is colored with the new color and the depth buffer is updated. Otherwise, the point is not rendered because it is behind another object.
Taken from http://bmrc.berkeley.edu/frame/research/mpeg/mpeg_overview.html The typical data rate of an I-frame is 1 bit per pixel while that of a P-frame is 0.1 bit per pixel and for a B-frame, 0.015 bit per pixel.
The data from the framebuffer determines which of the colors in the palette are used for the current pixel it is rendering. This output data provides primary-color data from the lookup table.
a) 1 X 1 pixel b) 1 X 2 pixelc) 2 X 2 pixel d) 2 X 1 pixel
A z-buffer is a raster buffer that stores color and depth information at each pixel. The "z" in the title refers to the "z" plane in 3D space, which is traditionally thought of as the "depth" dimension.The buffer initializes each pixel to the default color and an infinite depth. During the rendering process, when a color is written to a pixel, it first compares the current depth of the color in the pixel. If the new color is closer than the current color but closer than the clip plane (which is typically zero), the color is written and the depth updated.In that sense, it's similar to the painter's algorithm, where the closer object covers the further object.Here's the basic algorithm:WritePixel(int x, int y, float z, color c)if ( z < zbuffer[x][y] && z > 0 ) thenzbuffer[x][y] = z;frameBuffer[x][y] = color;endThe a-buffer uses the same algorithm for handling depth, but adds anti-aliasing. Each pixel contains a set of sub-pixels. During the write operation, the values are accumulated at the sub-pixel level. For the final pixel read, the final color is the sum of all the sub-pixels.The algorithm was originally developed by Loren Carpenter (or Pixar) for the RenderMan renderer. The position of the sub-pixels in each pixel are randomly selected in space and time, which allows smooth blurring of moving objects. RenderMan dices geometry down to micropolygons (polygons approximately the size of a pixel), and then performs a coverage test to determine if a sub-pixel is covered by a micro-polygon.However, this approach doesn't work with a more "typical" renderer, since they typically deal with points, which unlike micropolygons, have no surface area.A common adaption of this algorithm is the accumulationtechnique, which renders an image multiple times, randomly jittering (moving) the position of the eyepoint by some small amount. The result of each rendering is accumulated and averaged into single buffer. This approach is made practical with a hardware accelerated renderer such as OpenGL. However, this approach is probably better thought of as supersampling rather than an a-buffer.
the pixel intensity in final image will be of the surface last scanned if the z value is same.
as a simple example assume you want divide a gray level secret image to two shares. Each pixel in the secret image is expanded to four subpixels in each share that consist of white and black so width and height of shares is twice of secret image. first share is an image wich has random pixels of black or white with equal probability. in second share, if corresponding pixel in main secret image is white then the pixel in second share is the same as first share and if pixel in the secret image is black, corresponding pixel in second share would be inverse of the same pixel in first share.
1 mega pixel how many pixel