cmcmanis@sun.uucp (Chuck McManis) (03/06/87)
Video Graphics Basics and the Amiga In a video monitor, the electron beam scans across the display from left to right. The frequency of this scan is often referred to as the horizontal scan rate. The beam also scans from top to bottom, this is called the frame rate. In any case, the computer display circuitry and the monitor have these two values designed in as constants. Minor variations in the output of the computer are accounted for by phase locked loops in the monitor. Two signals, vertical sync, and horizontal sync, keep these phase locked loops in step. On the Amiga these constants are 15,750 Hz, and 60Hz, for the Horizontal and vertical scan rates respectively. Ok, so the electron beam is whizzing back and forth at 15750 hz so there are exactly 63.492 microseconds between, when the beam starts on a line, and when it is positioned at the start of the next line. It starts the traversal actually off the left side of the screen, so time has to be allowed for it to get to the display area, then the beam is switched on (unblanked) and the computer circuitry begins to feed it data. The Amiga is running at 7.16 Mhz, and can actually transfer data on every other clock so the Amiga has time to transfer 227 words to the display circuitry. Allowing for the beam to get onto the screen and to retrace back to the next line, the Amiga actually sends 160 words which when broken up by the display system into pixels can be either 320 5 bit pixels or 640 4 bit pixels per scan line. Because it doesn't push too hard there are usually borders on the left and right side of the screen. The morerows program can increase the number of pixels the Amiga trys to display on the screen. On a good monitor the screen extends into the borders, on a TV set it extends off the edges of the screen. Ok so we can cram probably about 705 pixels on a line, with a good monitor so what about the frame rate? Well the display circuitry (and the monitor) is designed to send vertical sync 60 times a second, when the Vsync pulse is received the beam is sent to the top of the screen to start a new frame. Well 1/60th of a second is 166.6 milliseconds, and remember above where we said that the beam is ready to start a new line every 63.492 microseconds? Dividing those two numbers shows that the beam will start a new line 262 times before the Vsync pulse is recieved and it is sent back up to the top of the screen. Now you also have to allow time for it to go back up to the top and get back to displayable place on the screen. After making those allowances you end up with 200 rows visible on the screen. Again with the morerows program you can alter how many lines the Amiga trys to display, and on TV's you will end up off the top and bottom if you don't allow enough time for the beam to position itself. Then comes interlace, whose idea was originally founded to double the resolution of the then standard B&W T.V.s. Since the physical screen had more resolution than the display hardware was producing, and the beam traverses the screen from top to bottom at a constant rate, how about starting one frame at the top of the screen and a second frame half a line down? Well, they did and it is called interlace. What it buys you is that given the constant horizontal scan rate, and constant frame rate the same display hardware can 'fool' your eye by putting the odd lines of a picture on the screen during one frame, and the even lines (moved down by half a line) on the alternate frame. And because your eye is so slow you will see both as though they were there all the time! That works fine except that your eye isn't that slow. And when there are 'high frequency' signals on the screen that exceed the sample frequency then they are on the screen only half the time. A high frequency object is any object whose feature size is smaller than two lines. Your eye does pick up this blinking on and off and percieves it as flicker. Lowering the intensity helps because you have to work harder to see it, which dialates your pupil which increases the persistance of your vision. So how does one increase the actual or perceived resolution of the Amiga ? There are actually three well known ways and they are presented in the order of difficulty and expense : 1) Increase the persistance of the monitor's phosphor so that a frame that is displayed actually continues to glow on the screen while the next frame is drawing. This requires a simple change to the chemical composition of the phosphors, however do to the low demand of this type of monitor not many are made and manufacturers charge a premium for them, usually double what the equivalent 'fast' phosphor monitor goes for. The only drawback to this technique is a slight 'smearing' of the display when it changes rapidly such as during animation. Generally this is less objectionable than the flicker. 2) Build a scan doubler. This device is essentially two devices in one. On one side it is a frame grabber/digitizer, taking the video red, green, and blue signals and digitizing them into a twelve bit bitmap in memory. On the other side it is a high resolution graphics interface that has display circuitry running with a scan rate of 31.5Khz and a frame rate of 60 Hz. It simply displays a 640 X 400 X 12 bitmap on a high resolution screen. The only tricky part of this circuit in the past was the dual ported memory required, this however has been alleviated by advent of the video ram produced by Texas Instruments and others. 3) Increase the speed of the Amiga display circuitry so that it provides data twice as fast. This is certainly possible, it requires a 14.32 Mhz 68000 faster versions of the custom chips, dynamic RAMs with and access time of about 75ns, and an appropriate monitor. What this change would do is increase the horizontal scan rate to 31.5 Khz thus doubling the number of lines one could squeeze into a single 60 Hz frame. The disadvantages of this technique are that the Amiga could no longer produce video that was compatible with a video tape deck, and the cost of the Base unit would go up by a factor of 4. -- --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you.