Samsung to use Sub-Pixel VGA Screens
pdawerks writes "Samsung Electronics has developed a new graphics chip that will allow half VGA screens to produce VGA resolution. The novelty is specially aimed at future mobiles with VGA screens that will be less than 2.4 inches. It generates color using an entirely new driving method called sub-pixel unit driving methodology." Not sure if I think it is exactly new or not, but it's nifty.
Is it really as simple as that? because that's been around for at least 25+ years in theory, a bit less in practice.
My sig is blank, I typed this by hand.
the title suggests that "VGA" indicates a default screen size (like 4" by 6"), but my understanding is that VGA says nothing about the size of the display, only the number of pixels (you can display VGA resolution of 640 x 480 on a 10" screen or a 30" screen, and its still VGA).
So isn't the whole term "half VGA screen" kinda dumb? Or is it just me?
Subpixel rendering takes into account the physical position of the red, green, and blue subpixels of an LCD display, and can therefore provide up to 3X the horizontal resolution of a typical display (with distortion, of course)
Here's a nice writeup
Sounds basically like cleartype, right? I mean, all THAT is is using the RGB (or CYM) sub-pixels to smoothe out lines and curves, correct? Err, so what's the BFD?
-theGreater Muller.As they say in Germany "ich habe gemüse in das leiderhosen". Which means that it might be looking like new fancy things but it is still the same old clothes.
Kinda like the Swedish "min trusse lugter af tis",, it's new but then again, it's not.
Is it a case of someone applying existing technologies like smoothing to the hardware layer if you look into what's really going on?
The article suggests that they added "White pixels". Additionally, the problem of dark screen due to the increased pixel density on high resolution panels has been solved using 4-color (R-G-B-W) rendering algorithm, improving the brightness of TFT-LCD panels. That's radicaly different than ClearType. ClearType uses the normalized RVB subpixels arrangement to triple the "perceived" resolution. That's because the humain eye is more sensitive to luminance than to chrominance (try to recognize colors in the dark, you can't, but you can still read B&W text). The problem here is not text aesthetics. It's global luminosity, as your backlight often has to battle with sunlignt. They add more "white pixels" to enhance the luminosity. In percentage, the number of "color" pixels are lower in this system. But the eye won't actually see the difference.
Actually its been around a lot longer then you think. The Apple II used a form of sub pixel rendering written by steve wozniak himself.
Religion is a gateway psychosis. -- Dave Foley
Programmed normally, they had 64k of memory mapped into a segment in high-mem. To get some of the more bizarre 'ModeX' modes you had to program the VGA registers directly to change the timing and remap segments of it's larger memory in and out of the normal 0xa000h (or something like that). I think VGA cards had at least 256K to play with. You could do some really cool stuff in ModeX, anyone else remember the smooth scrolling in Bananoids? IIRC MCGA was IBM's cheaper adapter. It only had enough memory to do 320x200x8.
God, I can still remember that stuff, but I can't remember my Mother's birthday.
# init 5
Connection closed.
Oh...
As far as I can tell, they are not doing that in any shape or form.
... and I am guessing that it is laid out in a
For a start, Cleartype is for text and increases the horizontal resolution of text because the subpixel resolution of a 640x480 screen is actually 1920x480
This is RGBW
RG
BW
format, i.e., a 640x480 screen would have a subpixel resolution of 1280x960. Cleartype wouldn't work on this screen as it is currently implemented.
What they are doing is taking a 640x240 "Double Height" screen (i.e., 4:3 with tall pixels) and using this to get a subpixel resolution of 1280x480.
So it looks like they are kinda then using a cunning but easy to work out algorithm to spread a 480 pixel high display over a 240 pixel high RG/BW display. I.e., Even Lines contribute 50% to RGBW square, odd lines contribute 50% to BWRG square that is offset a little below.
It certainly isn't perfect. But it sounds easier to fit 1280 subpixels in a small display than 1920 doesn't it?
For best results set your resolution low, otherwise it has very visible moire patterns. As a side effect of the conversion, the image gets darker. My program also has a colour cast, which the article claims is due to adding the white pixel. The article also says that Samsung has overcome this problem.
It works by setting up the subpixels as a 640x480 square grid, with each pixel consisting of a starting pixel, and the right, lower, and lower right subpixels. Subpixel values are calculated using the average intensity of the corresponding colour value in each of the four pixels the subpixel is a part of.
Visually, aside from the darkness and colour cast which are artifacts of the simulation and wouldn't appear in the real product, it looks decent. It's blurrier than a true 640x480 display, but retains more detail than the 320x240 downsampled version.
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