Display Driver and Display
We described earlier how color depth was related to the number of bits used to identify the pels in a pixel (RGB discrimination). The dynamic range of the display driver and display determines what can be shown on the handset—and hence determines the properties of the downlink offered traffic. Table 4.5 shows the progression from 1-bit to 24-bit color depth. Anything beyond 24-bit color depth is generally not discernible by the human eye, though as with highrange audio products, this doesn’t mean people will not buy such products; in fact, some video adapters and image scanners now deliver 32-bit true color. 3GPP has specified a core visual profile that covers from 4 bits (grayscale) to 12 bits, but as we will now see, display capability is rapidly moving toward 16-bit color depth.
The most favored candidate for digital cellular handsets to date are conventional but highly optimized LCDs. These come in two flavors: reflective, which work well in bright sunlight, and transmissive, which work well indoors. Products like the Compaq iPAQ use reflective displays to meet the power budget constraint of a PDA that ideally should be capable of running on two AA batteries. Transmissive LCDs are the standard for laptop PCs. Laptops have a power budget of between 8 and 10 Watts—along with a form factor and rechargeable battery to suit. Digital cellular phones need to be well under a Watt to meet form factor requirements, given existing battery densities. This means they are much closer to PDAs than laptops in terms of power budget constrains. The Nokia 9210 provides a good benchmark for a 2002 product against which future generations of display-enabled handsets can be measured. The device supports 4000 colors. The more colors a screen can support, the more light filters you need. The more light filters you have, the bigger the backlight. The bigger the backlight, the more power you consume. The transmission display in the 9210 uses a cold cathode fluorescent lamp. It is positioned right next to the battery and couples light to the display via a wedge-shaped slab waveguide. The wider the prism (that is, the thicker the wedge), the better the coupling efficiency and brightness uniformity of the display and the lower the power consumption. In this example, the waveguide wedge is 6 mm, which seems to be at present an acceptable thickness/efficiency trade-off. The display can automatically adapt to ambient light conditions. Flat out, the screen emits 100 candelas and consumes 500 mW. At the dimmest setting, it consumes 150 mW. This is, of course, in addition to the existing baseband and RF power budget. Quoted figures from the manufacturer suggest between 4 and 10 hours of use from a fully charged 1300 mAh lithium ion battery. The resolution achievable is a function not so much dictated by the screen itself but by the driver IC connections. The color screen is 110 × 35 mm, with a pixel density giving 150 dots per inch (dpi) of resolution at a pixel pitch of 170 μm. The response/ refresh cycle of the driver is 50 ms, which is sufficient for a frame rate of 12 frames per second. There is no point in sending such a device a 20 frame per second video stream, as it will be incapable of displaying it. The hardware bandwidth determines offered traffic bandwidth and offered traffic properties.
In practice, the hardware in this area is moving rather faster than the software, but it is nice to know that in the future, displays and display driver bandwidth will be capable of supporting increasingly high-resolution, high-color depth displays sent at an increasingly rapid frame rate. Table 4.6 gives some examples of present displays available from Hitachi. One rather unforeseen consequence of improving display quality and display driver bandwidth is that as display quality improves, compression artifacts become more noticeable; the quality of the display and display driver determines the quality needed in the source coding and physical layer transport. Put another way, if you have a poorquality display, you do not notice many of the impairments introduced by source coding (compression), channel coding, and the highly variable-quality, occasionally discontinuous radio physical layer. While color saturation/color depth is reasonably easy to achieve with backlit displays, it is significantly more difficult with reflective (sometimes as described as transflective) LCDs. In an LCD, a single color filter covers each pixel. Transmissive backlit displays use thick filters. Reflective displays use thin filters to allow the light to pass into and back out through the filter. The thinner the filter, the better the reflective properties but the poorer the color saturation. If the thickness of the filter is increased to improve color saturation, the picture becomes too dark. A reflective LCD from Philips makes one corner of the pixel filter thinner than the rest, which means that light can pass easily, thereby increasing brightness. The rest of the filter is optimized for color saturation. So here we have another quality metric—brightness—that is directly related to how the display hardware is realized. Additional metrics include uniformity and viewing angle (usually quite narrow with LCDs). One problem with conventional displays is the continued use of glass. Glass is relatively heavy, fragile and does not bend easily. A hybrid approach presently being investigated involves the use of ultra thin glass attached to a flexible sheet. Toshiba has recently shown examples of products that, in the longer term, could provide the basis for foldable lightweight LCDs.
All displays, including flexible, foldable, and conventional displays, require display drivers. The Digital Display Working Group is presently working to standardize the digital display interface between a computer and its display device, including backward-compatibility with existing analog driver standards. This working group is also producing proposals for micro-displays (50-mm/2-inch diagonal size). Consider that an SVGA LCD monitor needs to have an address bandwidth/bit rate of 25 megapixels per second (25 million pixels per second). A QXGA cathode-ray tube has an effective bandwidth requirement of 350 megapixels per second. The refresh rate can be reduced by only refreshing the parts of the display that are changing. This decreases the processor overhead in the driver but increases the memory space needed. Even so, it is not uncommon in PC monitor drivers to encounter driver clock speeds well over 100 MHz. These are power-hungry and potentially noisy devices. Refresh rates in laptop LCDs are now typically 25 ms (the Nokia handset case studied earlier in the chapter had a 50-ms refresh rate). Refresh rate obviously becomes increasingly critical as frame rate increases. A number of Japanese vendors are sampling display products (with chip-on-glass display drivers) that are supposed to be capable of supporting 30 frames per second. A present example is a Sharp 262,000-color 5-cm reflective display produced on a 0.5-mm substrate, which is claimed to support 30 frames per second at a power consumption of 5 mW per frame—small but efficient. For backlit (transmissive) displays, performance gains include significant improvements in contrast ratio and parallel reductions in power budget. Pixel density is moving to more than 200 pixels per inch and contrast ratios are improving from 50:1 to 200:1 or better (see Table 4.7). Power savings are being achieved by using thin film transistors with latch circuits that hold the liquid crystal cell state at the correct potential through the refresh cycle. Fortuitously, investment in LCD-based micro-display technologies can be common both to digital cameras and 3G handsets with digital cameras. In effect, these are two related but separate product sectors, each of which generate significant market volume. Market volume helps reduce component cost but also tends to improve component performance through better control of component tolerances on the production line. Digital camera performance drives user expectation of how a digital cellular handset with an integrated digital camera will perform. The problem is that the digital cellular handset also has to be able to send and receive pictures and an audio stream over a radio physical layer that will typically consume several hundred milliWatts. There is a balance to be made between memory bandwidth in the handset and how much power to dedicate to sending and receiving image bandwidth, which in turn determines the user experience and user expectations.
There are some other practical issues. Cellular handsets tend to be much more roughly handled than computer products—for example, PDAs. All displays that use glass are inherently fragile and don’t take kindly to being dropped onto concrete floors. A very important present design consideration is how to improve the robustness of high-quality displays. Using thin layers of glass bonded to plastic is one option. 127
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