bandwidth = 3 byte/pixel * 1024x1024 pixels/frame * 60 frames/s = 180 Mbytes/sIf memory is assumed to consist of 32-bit words (every read fetches 4 bytes from memory), then we need to read 45 Mwords/s, or one read every 20ns. Access times for dynamic memories (DRAMs) are typically 70ns, thus framebuffer memory requires special design. See p. 856-861 in the text for details.
If the method of calculating pixel values (i.e., the rendering algorithm)
produced pixel values at the same
rate as the video beam, a framebuffer would not be required. An architecture of this
type has been proposed, which uses image-compression techniques to store
framebuffer contents in a 'small' memory, and then performs decompression
just-in-time. This is not a common graphics architecture -- most
graphics architectures store the full contents of the screen in
the framebuffer memory.
Pseudocode description:
// setup the scene in the framebuffer reserve colour 0 for the background: white for each frame n of animation draw ball in colour n // ok, now let's animate // note that no pixels are drawn -- only colour map entries are changed set all colours in colour map to white for each frame n set colour map entry n to blue // make frame n visible display set colour map entry n back to white
648x486x30x3 = 28 343 520 bytes/s = 27.03 Mbytes/s 1024 Mb / 27.03 Mbytes/s = 37.9 s
LCD displays
A layer of liquid crystal is placed between two polarizing filters which are 90 degrees out of phase. Applying an electric field to the liquid crystal changes the polarizing effect of the liquid crystal. The electric field can thus be used to block or allow passage of light through the filters + liquid crystal.
active matrix displays
These are a specific type of LCD display, having a transistor located
at each pixel. The transitor allows the state of the liquid crystal
to be changed more quickly. It also acts as a memory element, thus
allowing a pixel to be 'on' for longer before requiring a refresh, which
makes for brighter displays. See text p. 161, 162
The shadow mask is a thin metal plate perforated with many holes. The red electron beam, holes, and red phospors are all aligned, allowing only elecrons coming from the red electron gun to strike the red phosphor. The same applies to the other colours. See text, p. 159.