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{{OLPC}}
The [[Hardware specification#Display|display]] is one of the innovative features of the XO. It can be used in darkness, and in direct sunlight. Because learning takes place in both.


The [[Hardware specification#Display|display]] is one of the innovative features of the [[Hardware#XO|XO laptop]]. It can be used in darkness, and also in direct sunlight. Because learning takes place in both.
== Designing for the display ==


=Introduction=
=== Summary ===


The display is...<br/>
The interesting features of the display system include:
* high resolution
1200x900, 200 dpi. 6x4 in (152.4x101.6 mm). 6 bit deep (262k colors).
* sunlight readable black & white mode
* innovative color pixel layout optimized for both portrait and landscape modes
* low power operation

These features introduce some special considerations when generating graphics for the display, introduced in [[#Designing_for_the_display|designing for the display]]. A later section delves into more [[#Understanding_the_display_system|implementation details]].

= Designing for the display =

== Quick Summary ==

The display has a resolution of 1200 x 900. It's size is 7.5" diagonal, or 6 x 4 inches (152.4 x 114.3 mm), which gives a dot pitch of 200 dpi. It supports a color resolution of approximately 6 bits per color (262k colors).


Use normal font point sizes.
Use normal font point sizes.


UI elements designed for 100 dpi should be enlarged by about 1/3, or they will look smaller.
UI elements designed for 100 dpi should be enlarged by about 1/3, or they will look too small.


Under different lighting conditions, the display may appear to be color, pale color, or monochrome. So check the appearance of your UI in monochrome. Use high-contrast UI elements. Pick colors with different luminances.
Under different lighting conditions, the display may appear to be color, pale color, or monochrome. So check the appearance of your UI in monochrome. Use high-contrast UI elements. Pick colors with different luminances.


'''How to switch to reflective mode''': press the "lower brightness" button repeatedly until the backlight is turned off.
Ignore talk of "mono and color modes", and of screen resolutions other than 1200x900. We named things poorly, and ''immense'' confusion has resulted.


'''How to switch to color mode''': press the "increase brightness" button to turn the backlight on.
=== Elaboration ===


Brightness keys: [[Image:Kbd-brightness.png|120px]]
Use normal font point sizes. That's points, not pixels, of course. The fonts will appear larger than normal. But compared with adults, children use larger fonts. So a 12 pt font looking 14 pt is fine.


== Elaboration ==
Ignore talk of "mono and color modes", and of screen resolutions other than 1200x900. We named things poorly, and ''immense'' confusion has resulted. We called two very different things mono/color. Which combined with the unusual screen hardware, has generated immense confusion,and consequent misinformation. The hardware section below discusses it, but most activities just don't care.


Use normal font point sizes. That's points, not pixels, of course. The fonts will appear larger than normal (because the child is closer than usual). But compared with adults, children use larger fonts. So a 12 pt font looking 14 pt is fine.
=== UI design and physical geometry ===

Ignore talk of "mono and color modes", and of screen resolutions other than 1200x900. We named things poorly, and ''immense'' confusion has resulted. We called two very different things mono/color. Which combined with the unusual screen hardware, has generated ''immense'' confusion,and consequent misinformation. The hardware section below discusses it, but most activities just don't care.

== UI design and physical geometry ==


Think about how large your UI elements will actually be in physical geometry, and design accordingly. Normal viewing distance might be 40-50 cm. Compared to 40 to 60 or 70 cm for adults. Pixel size is 0.127 mm, or about 1 arc minute. Elements designed for 100 dpi should be enlarged 20-50%, or they will look smaller. 1/3 is a nice number. The web browser scales web pages by ~40%. ''(what is the precise browser number?)''
Think about how large your UI elements will actually be in physical geometry, and design accordingly. Normal viewing distance might be 40-50 cm. Compared to 40 to 60 or 70 cm for adults. Pixel size is 0.127 mm, or about 1 arc minute. Elements designed for 100 dpi should be enlarged 20-50%, or they will look smaller. 1/3 is a nice number. The web browser scales web pages by ~40%. ''(what is the precise browser number?)''
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*[http://lists.laptop.org/pipermail/devel/2007-January/003817.html A related email]
*[http://lists.laptop.org/pipermail/devel/2007-January/003817.html A related email]


=== Color selection tools ===
== Understanding the hardware ==


LUV and Lab color pickers and palettes may be helpful for choosing colors. The XO ''can'' be colorful. You just have one extra consideration, luminance, to manage. [[Munsell|A Munsell-based palette]] is another option.
The display has two main parts, the screen, and the DCON screen driver chip.


The following code can be useful to separate gray-level and color decisions.
=== Screen ===


import colorsys
The screen is unusual. It can be used in darkness, and in direct sunlight. There are several ways to describe it.
def gray_rgb(gray,r,g,b):
"Given an rgb and a gray level, return a similar rgb with gray-like intensity".
h,l,s = colorsys.rgb_to_hls(r,g,b)
return colorsys.hls_to_rgb(h,gray,s)


There is another implementation: [http://www.vendian.org/mncharity/olpc/gray_rgb.py].
==== Our screen, described as two screens sharing an LCD ====
It returns the wrong thing for a different set of inputs, but is not noticeably better.
And it's much more complex.


== Use ==
One way to think of the screen is as the combination of two separate screens, which share only an LCD glass. One screen is a normal backlit screen. The other is a normal reflective screen.
*You can always at least see grayscale, even in direct sunlight.
*You get color from the backlight. Though as sunlight gets brighter, the colors wash out and it again looks like grayscale.
*The backlight uses power. So you can turn it down, and off, to make the battery last longer.
*Turning off the backlight also tells the screen to not worry about color, so it can give you a slightly higher resolution. Which can make hours of reading more comfortable.


= Understanding the display system =
The LCD is a 1200x900 grid of square, 0.127 mm (200 dpi) pixels which each have 64 levels of gray (6 bits). As usual, when a pixel is off, it's transparent. And when it is fully on, it is opaque.


The display has two main parts, the screen, and the [[DCON|DCON screen driver chip]].
The backlit "screen", has a backlight, which shines through a color filter, on to the 1200x900 grid. The filter gives each pixel just one color, red, green, or blue. The pixels are thus behaving like the "sub-pixels" of a normal backlit display.


== Screen ==
The reflective "screen" has a reflector behind the LCD grid. So room light comes in (through the LCD), bounces off the reflector, and goes back out, through the LCD. So there are 1200x900 pixels, which depend on ambient outside light to be seen.


The screen is unusual. It can be used in darkness ''and'' in direct sunlight. There are several ways to describe it.
The light the user sees comes from both of these. Some from the reflective "screen", and some from the backlit one. How much comes from each depends on how high the backlight is turned on, and how bright the room/outdoors is.


=== Our screen, described as two screens sharing an LCD ===
In a completely dark room, you see only the backlit "screen". In direct sunlight, you only see the reflective one. In between, you see both.


It is important to remember in the following discussion that the system frame buffer stores a full 16 bits (XO-1)/24 bits (XO-1.5) for each pixel on the display.
If one "screen" is 1200x900, and the other is like 693x520, what's the resolution of the combined screen? In sunlight, or in a normal room with the backlight turned off, it's 1200x900. It a completely dark closet, perception tests put it at something like 800x600. Under normal conditions, with the backlight on, perception tests put it at something like XGA (which is 1024x768). Why use perception tests? Because the whole emphasis of the unusual screen design is to mesh well with how human perception works. So to get a useful measurement, you need to include an eyeball.


One way to think of the screen is as the combination of two separate screens, which share only an LCD glass. One screen is a normal backlit color screen. The other is a normal monochromatic reflective screen.
==== Our screen, described by its parts ====

The LCD is a 1200x900 grid of square, 0.127 mm (200 dpi) pixels which each have 64 levels of gray (6 bits). As usual, when a pixel is off, it's transparent. And when it is fully on, it is opaque.

The backlit "color screen" has a backlight that shines through a fixed color filter onto the 1200x900 grid. The filter lights each pixel with just one permanent color: red, green, or blue. The intensity of the color is determined by the LCD gray level which is calculated by taking into account neighboring pixels.<ref>[https://dev.laptop.org/ticket/1017#comment:5 DCON filter kernel]</ref><ref>[http://wiki.laptop.org/go/DCON DCON Specification]</ref> [[Image:Olpcdisplayanim 160.gif|thumb|right|XO screen with different backlight levels]]

The reflective "monochrome screen" has a reflector behind the LCD grid. So room light comes in (through the LCD), bounces off the reflector, and goes back out, through the LCD. So there are 1200x900 pixels, which depend on ambient outside light to be seen.

The light the user sees comes from both of these. Some from the reflective "monochrome screen", and some from the backlit "color screen". How much comes from each depends on the backlight brightness setting and the ambient brightness of the room/outdoors.

In a completely dark room, you see only the backlit "color screen". In direct sunlight, you only see the reflective "monochrome screen". In between, you see a variable mix of both.
[[Image:LCD-olpc.png|thumb|right]]
[[Image:LCD-olpc.png|thumb|right]]

If you reflect the luminance in all pixels, and the primary colors are sub-sampled by three, what's the resolution of the combined screen? In sunlight, or in a normal room with the backlight turned off, it's 1200x900. Under normal conditions, with the backlight on, perception tests put it at something like XGA (which is 1024x768). Why use perception tests? Because the whole emphasis of the unusual screen design is to mesh well with how human perception works. So to get a useful measurement, you need to include an eyeball.

=== Our screen, described by its parts ===
[[Image:Microscope capture 01.png|thumb|right|Upside-down XO screen, taken with the [[microscope]].]]
[[Image:Microscope capture 02.png|thumb|right|IBM ThinkPad screen, for comparison.]]
[[Image:XO-1_pixel.gif|thumb|right|A pixel both reflects ambient light ''and'' transmits backlight (possibly colored) based on the liquid crystal's "twist" set by the voltage across the electrodes.]]

The screen is composed of several layers. Starting at the back, there is a white LED backlight, a 1200x900 grid of color filters, a semi-reflective layer, and a 1200x900 LCD.
The screen is composed of several layers. Starting at the back, there is a white LED backlight, a 1200x900 grid of color filters, a semi-reflective layer, and a 1200x900 LCD.


The brightness of the backlight can be adjusted. It has ''(how many?)'' settings, including off.
The brightness of the backlight can be adjusted. It has 16 settings, including off.
[[Image:Kbd-brightness.png|120px]]
''(include an image of the backlight control)''


The semi-reflective layer both reflects room light, and lets the backlight's light out. How much you see of each, depends on the ''relative strength'' of the two light sources.
The semi-reflective layer both reflects room light and lets the backlight's color-filtered light shine through. How much you see of each source depends on the ''relative strength'' of the two light sources.
*In direct sun, you see only reflected light. The backlight setting doesn't matter.
*In direct sun, you see only reflected, monochromatic light. The backlight setting doesn't matter.
*In a completely dark room, there is no reflected light. So you only see the backlight, and if you turn it off, you see nothing.
*In a completely dark room, there is no reflected light. So you only see the color-filtered backlight, and if you turn it off, you see nothing.
*In between, you see some mix. You see more backlight if you turn down the room lighting, or you raise the backlight setting. You see less backlight when the room gets brighter, or you lower the backlight setting.
*In between, you see some mix. You see more color-filtered backlight if you turn down the room lighting, or you raise the backlight setting. You see less color-filtered backlight when the room gets brighter, or you lower the backlight setting.


All color is created by the backlight and filters.
All color is created by the backlight and filters.


[[Image:PixelLayoutDiagonal.png|400px|right]]
There are 1200x900 pixels. Each one has a single colored filter behind it. So each pixel is capable of either R, G, or B. Only one. It relies on its neighbors to provide the others. So each pixel has:
There are 1200x900 pixels. Each one has a single colored filter behind it. So each pixel shows one primary color of either R, G, or B. Only one. It relies on its neighbors to provide the other primary colors. So each pixel has:
*a fixed hue (R, G, or B),
*a fixed hue (R, G, or B),
*a luminance which can be set (6 bit)
*a luminance which can be set (6 bit)
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This [http://en.wikipedia.org/wiki/Munsell_color_system Munsell page] has a nice diagram.
This [http://en.wikipedia.org/wiki/Munsell_color_system Munsell page] has a nice diagram.


Consider a single one of those 1200x900 pixels. A red one. If its value is 0, black, then lighting doesn't matter. If its value is 255 (or whatever, fully transparent), then in bright sunlight you see only white, and in a dark room you see fully saturated red. If its value is in between, in bright sunlight you see a gray, and in a dark room you see a grayed (ie desaturated) red.
Consider a single one of those 1200x900 pixels. A red one. If its value is 0, black, then lighting doesn't matter. If its value is 255 (or whatever, fully transparent), then in bright sunlight you see only white, and in a dark room you see fully saturated red. If its value is in between, in bright sunlight you see a gray, and in a dark room you see a grayed (i.e., desaturated) red.


==== The theory ====
=== The theory ===
The display employs something the video encoding experts have done for some time: the human visual system sees higher resolution in luminance (B&W) than chrominance (color): for example MPEG movies have luminance resolution that is 4X greater than the chrominance resolution.<ref name="Livingstone">{{cite book
| author = [http://www.hms.harvard.edu/dms/neuroscience/fac/livingstone.html Margaret Livingstone]
| coauthors = David Hubel
| title = Vision and Art: The Biology of Seeing
| publisher = Harry N. Abrams
| date = 2002
| pages = 208
| url = http://www.worldcat.org/wcpa/oclc/47745847
| isbn = 0810904063}}</ref> The OLPC XO-1 display, similarly, offers higher resolution luminance information than chrominance. A key thing to understand is that the blend of information, and thus the ''perceived'' resolution of the display, varies as the ambient light level of the room changes. Each pixel has both a reflective part that is B&W, and a transmissive part that is one color: red or green or blue. If one red, one green and one blue pixel merely combined to make a single full-color pixel, then the resolution would be 1200/sqrt(3) x 900/sqrt(3) or 693x520.


The display employs something the video encoding experts have done for some time: the human visual system sees higher resolution in luminance (B&W) than chrominance (color): for example MPEG luminance resolution is 4X the chrominance resolution. A key thing to understand is that the ambient light level of the room changes the resolution of the display. The pixel has a reflective part that is B&W, and a transmissive part that is one color: red or green or blue. It should be that a red and a green and blue pixel combine to make a single full-color pixel. Thus the resolution should be 1200/sqrt(3) x 900/sqrt(3) or 693x520. But, when the room is totally dark, the resolution given via standard methods of determining display resolution is approximately 800x600 or about 133 dpi. These measurements were done in a number of ways, and are being written up for publication (some were straight fresnel patterns, other perceptual image detail tests). In a dark room the effect is akin to sub-pixel rendering - we see an improvement in resolution of ~33% via sub-pixel rendering.
The perceived resolution when viewed in a totally dark room, however, is approximately 984×738 or about 164 dpi when measured using standard methods of determining display resolution. In a dark room the effect is akin to sub-pixel rendering and we measure an improvement in resolution of ~100% due to this effect. These measurements were done in a number of ways and were written up for publication by the Society for Information Display 2008 Annual Meeting (some were straight fresnel patterns, others were perceptual image detail tests).<ref>{{cite web
|url=https://web.archive.org/web/20110715085536/http://www.pixelqi.com/blog1/2008/05/27/higher-resolution-than-we-thought-the-xo-laptop-screen/
|date=May 27, 2008
|accessdate=2009-10-27
|author=Mary Lou Jepsen
}}</ref><ref name="SID08">{{cite book | first = Michiel | last = Klompenhouwer | coauthor = Erno H.A. Langendijk | title = Comparing the Effective Resolution of Various RGB Subpixel Layouts | publisher = Society for Information Display Annual Meeting | date = 2008-05-27 | location = Los Angeles, California | url = http://www.sid.org/conf/sid2008/program/symposium.html | id = SID08 |doi=10.1889/1.3069822 | accessdate = 2008-06-16}}</ref>


With room lights on, an additional effect comes into play: the display has luminance (B&W) information at 200dpi in it's reflective mode, with the room lights on the display also reflects 200dpi in black and white. This increases the effective resolution to about XGA or 1024x768 when using test patterns to ascertain the display resolution. Finally, the laptop can be brought outside into bright sunlight and the screen is still viewable - now the color is barely visible (if the backlight is left on), but on the screen the 1200x900 200dpi resolution is seen crisply and clearly.
With room lights on, the display's reflective mode now shows luminance (B&W) information at 200 dpi as well as chrominance (color) information from the transmissive mode. The combination increases the effective resolution to about XGA or 1024x768 or about 176 dpi when using test patterns to ascertain the display resolution.


Finally, the laptop can be brought outside into bright sunlight and the screen is still viewable - now the color is barely visible (if the backlight is left on), but on the screen the 1200x900 or 200 dpi resolution is seen crisply and clearly.
==== Other notes ====


=== Other notes ===
So a resolution rule of thumb is: 1200x900 gray (sunlit, or room with backlight off), ~1024x768 color (room with backlight on); ~800x600 closet (total darkness). But note, even in total darkness, you have better than 100 dpi. So when writing an activity, you basically don't care.


The top left corner pixel is red. So the first row is RGBRG... and the second row is GBRGB... and the 3rd BRGBR... .
The top left corner pixel is red. So the first row is RGBRG... and the second row is GBRGB... and the 3rd BRGBR... .
<br /><tt><font color="red">R</font><font color="green">G</font><font color="blue">B</font><font color="red">R</font><font color="green">G</font><font color="blue">B</font><font color="red">.</font><font color="green">.</font><font color="blue">.</font><br />
<font color="green">G</font><font color="blue">B</font><font color="red">R</font><font color="green">G</font><font color="blue">B</font><font color="red">R</font><font color="green">.</font><font color="blue">.</font><font color="red">.</font><br />
<font color="blue">B</font><font color="red">R</font><font color="green">G</font><font color="blue">B</font><font color="red">R</font><font color="green">G</font><font color="blue">.</font><font color="red">.</font><font color="green">.</font><br />
<font color="red">.</font><br />
<font color="green">.</font></tt>


The luminance of the display, in a completely dark environment, is typically 85 cd/m^2 (which is very bright in a dark environment), with a contrast ratio of 85:1. In a dimly lit room (140 lux), the luminance is 100 cd/m^2. In a brightly lit room (350 lux), the display's luminance is 175 cd/m^2. In sunlight (2000 lux), the display's luminance is 590 cd/m^2. The beauty of a transflective display is that as the ambient illumination increases, the luminance of the display increases.
A magazine [http://www.heise.de/mobil/artikel/88916/3] tested a B2 (B1?), and reports a luminous intensity of 64 cd/m^2 ("about half that of a normal notebook panel"), and contrast of 82:1. I don't know how reliable the numbers are, nor how similar B4/XO-1 is. And the intensity likely varies as the LCD backlight ages.


The frame buffer is always 1200x900, 200 dpi. Always. What that 200dpi looks like varies a great deal depending on lighting. Lit externally, you see the grayscale pixels on a 1/200 inch grid. Lit internally (by the backlight), the display gains color. Depending on the ratio of external to internal lighting, the pixels vary from pure gray (black-to-white), to tinted, to pure color (black-to-... red, green or blue, depending on the pixel).
The frame buffer is always 1200x900, 200 dpi. Always. What that 200 dpi looks like varies a great deal depending on lighting. Lit externally, you see the grayscale pixels on a 1/200 inch grid. Lit internally (by the backlight), the display gains color. Depending on the ratio of external to internal lighting, the pixels vary from pure gray (black-to-white), to tinted, to pure color (black-to-... red, green or blue, depending on the pixel).


=== DCON screen driver chip ===
== DCON screen driver chip ==


[[Image:PixelProcBW.png|400px|right]]
The DCON has three possible color modes:
The [[DCON]] operates in one of two modes:
*DCON monochrome
* monochrome, used when the backlight is off
*DCON color swizzled not antialised
*DCON color swizzled antialised.
* color swizzled anti-aliased, used when the backlight is on
(Actually there are more, like video pass-thru, but we'll skip those).


Additional modes (such as color swizzled but not anti-aliases, and pass-through) are supported but not used in normal operation.
Using sugar, or olpc-hardware-manager, to set /sys/devices/platform/dcon/output to 0 (color), gives "DCON color swizzled antialised". Setting it to 1 (mono), gives you DCON monochrome mode. You cannot currently get "DCON color swizzled not antialised".
[[Image:PixelProcDiagonal.png|400px|right]]


=== Control from Linux ===
For each pixel, the DCON always gets 19 bits input (6-7-6), and sets the 6 bit pixel transparency.
Using Sugar, or olpc-hardware-manager, to set /sys/devices/platform/dcon/output to 0 (color), gives "DCON color swizzled antialised". Setting it to 1 (mono), gives you DCON monochrome mode. You cannot [http://lists.laptop.org/pipermail/devel/2007-August/006163.html currently get] "DCON color swizzled not antialised".


For each pixel, the DCON always gets 19 bits input (6-7-6) from the frame buffer, and outputs a 6 bit pixel transparency for that pixel color component.
In DCON monochrome mode, the pixel's 6 bits come from a normal luminance calculation. y = 0.3*r + 0.6*g + 0.1*b.

Swizzling just means you pay attention to only one of the r,g,b channels. The color of the filter which the pixel is in front of. And ignore the other two.

In antialiasing, in addition to considering one's own channel value, you also consider the values of that channel on adjacent pixels.

==== Other notes ====

''Describe /source. Read uses it to say "ok, no more changes anticipated for a while - start saving power". Whether it will still be accessible once security comes in is unclear.''

== Tools ==

=== color selection ===

Luv and Lab color pickers and palettes may be helpful for choosing colors. The xo ''can'' be colorful. You just have one extra consideration, luminance, to manage. [[Munsell]] would work too, but I don't know of a usable one.

*[[Munsell|A Munsell-based palette]]. Munsell it unfortunately perceptually smushed.

=== screen simulation ===

*http://croquetweak.blogspot.com/2007/03/interactive-olpc-xo-display-simulation.html


In DCON monochrome mode, the pixel's 6 bits come from a normal luminance calculation: y = 0.312*r + 0.563*g + 0.125*b.
*[[GTK for OLPC]] includes a pointer to a patch for Xephyr, an X server emulator. It tries to fake DCON and screen, but the algorithm isn't right, and you can't change lighting.


Swizzling means that you select only one of the r,g,b channels. The color of the filter which the pixel is in front of. The other two are ignored (unless antialiasing is turned on).
*[[User:MitchellNCharity#simulate display|display simulator]] takes a screen snapshot, and tries to fake what it would look like on the xo screen under various lighting. But the algorithm isn't yet right.


In antialiasing, in addition to considering one's own channel value, you also consider the values of that channel on adjacent pixels. Anti-aliasing is enabled by default in XO system software.
*I think it might be useful to have an L RGB->L (discard L)ab->RGB python utility function. So you can simply say "give me a color like rgb, but which has a mono value of g". Then code could then work in familiar rgb terms, and grayscale values would be explicit rather than implicit in rgb choice. Given an arbitrary r,g,b and y', to find some r',g',b' whose luminance y', and which is perceptually similar to r,g,b. Convert rgb to Lab (or Luv), set L from y'. If that puts you out of gamut, crawl towards the white point, with constant L, until you're in gamut. Then back to rgb. Or more simply, as long as you choose rgb values which stay in gamut with when L is set, you can simply rgb->Luv,change L, and Luv->rgb. [[User:MitchellNCharity|MitchellNCharity]] 23:48, 28 June 2007 (EDT)


== Todo ==
=== ICC Profile ===
An ICC output profile of the display is available: [[Image:OLPC_icc.zip]]
other things which should be mentioned:
*Talk about power saving, including turning down refresh rate, and dynamically turning off sections of the screen.]
*... what else?


== See also ==
= See also =
*[[Hardware specification#Display]]
*[[Hardware specification#Display]]
* The source code for the Geode [[X Window System]] display driver is at http://cgit.freedesktop.org/xorg/driver/xf86-video-geode/
*[[DCON]] and its [[Image:DCON_Specification%2C_V0.8.odt|specification]]
*[[DCON]] and its [[Image:DCON_Specification%2C_V0.8.odt|specification]]
*[[Dealing with Dual-Mode Display]]
*[[Dealing with Dual-Mode Display]]
Line 146: Line 189:
*http://croquetweak.blogspot.com/2007/03/interactive-olpc-xo-display-simulation.html
*http://croquetweak.blogspot.com/2007/03/interactive-olpc-xo-display-simulation.html
*[[Talk:Hardware_specification#Display_characterization_.28as_we_outsiders_understand_it.29]] Warning - parts of this are misleading/mistaken.
*[[Talk:Hardware_specification#Display_characterization_.28as_we_outsiders_understand_it.29]] Warning - parts of this are misleading/mistaken.
*http://dev.laptop.org/git.do?p=olpc-2.6;a=history;f=drivers/video/olpc_dcon.h
*[[Getting started programming#Mode-switching_code_for_the_screen]]
*[http://www.youtube.com/watch?v=wI28-IS9AII A video with closeups] of an XO and ThinkPad screen, made using an [[Microscope|XO microscope]].


==References==
{{reflist}}


[[Category:XO]]
[[Category:Hardware]]
[[Category:Hardware]]
[[Category:Display]]

Latest revision as of 18:56, 28 March 2020

  This page is monitored by the OLPC team.

The display is one of the innovative features of the XO laptop. It can be used in darkness, and also in direct sunlight. Because learning takes place in both.

Introduction

The interesting features of the display system include:

  • high resolution
  • sunlight readable black & white mode
  • innovative color pixel layout optimized for both portrait and landscape modes
  • low power operation

These features introduce some special considerations when generating graphics for the display, introduced in designing for the display. A later section delves into more implementation details.

Designing for the display

Quick Summary

The display has a resolution of 1200 x 900. It's size is 7.5" diagonal, or 6 x 4 inches (152.4 x 114.3 mm), which gives a dot pitch of 200 dpi. It supports a color resolution of approximately 6 bits per color (262k colors).

Use normal font point sizes.

UI elements designed for 100 dpi should be enlarged by about 1/3, or they will look too small.

Under different lighting conditions, the display may appear to be color, pale color, or monochrome. So check the appearance of your UI in monochrome. Use high-contrast UI elements. Pick colors with different luminances.

How to switch to reflective mode: press the "lower brightness" button repeatedly until the backlight is turned off.

How to switch to color mode: press the "increase brightness" button to turn the backlight on.

Brightness keys: Kbd-brightness.png

Elaboration

Use normal font point sizes. That's points, not pixels, of course. The fonts will appear larger than normal (because the child is closer than usual). But compared with adults, children use larger fonts. So a 12 pt font looking 14 pt is fine.

Ignore talk of "mono and color modes", and of screen resolutions other than 1200x900. We named things poorly, and immense confusion has resulted. We called two very different things mono/color. Which combined with the unusual screen hardware, has generated immense confusion,and consequent misinformation. The hardware section below discusses it, but most activities just don't care.

UI design and physical geometry

Think about how large your UI elements will actually be in physical geometry, and design accordingly. Normal viewing distance might be 40-50 cm. Compared to 40 to 60 or 70 cm for adults. Pixel size is 0.127 mm, or about 1 arc minute. Elements designed for 100 dpi should be enlarged 20-50%, or they will look smaller. 1/3 is a nice number. The web browser scales web pages by ~40%. (what is the precise browser number?)

You only really need to worry about the color artifacts if you're trying to draw elements smaller than 3 pixels wide or tall. But that's probably a bad idea anyway, since that's going to be tiny (0.01 in, 0.24 mm).

Color selection tools

LUV and Lab color pickers and palettes may be helpful for choosing colors. The XO can be colorful. You just have one extra consideration, luminance, to manage. A Munsell-based palette is another option.

The following code can be useful to separate gray-level and color decisions.

import colorsys
def gray_rgb(gray,r,g,b):
    "Given an rgb and a gray level, return a similar rgb with gray-like intensity".
    h,l,s = colorsys.rgb_to_hls(r,g,b)
    return colorsys.hls_to_rgb(h,gray,s)

There is another implementation: [1]. It returns the wrong thing for a different set of inputs, but is not noticeably better. And it's much more complex.

Use

  • You can always at least see grayscale, even in direct sunlight.
  • You get color from the backlight. Though as sunlight gets brighter, the colors wash out and it again looks like grayscale.
  • The backlight uses power. So you can turn it down, and off, to make the battery last longer.
  • Turning off the backlight also tells the screen to not worry about color, so it can give you a slightly higher resolution. Which can make hours of reading more comfortable.

Understanding the display system

The display has two main parts, the screen, and the DCON screen driver chip.

Screen

The screen is unusual. It can be used in darkness and in direct sunlight. There are several ways to describe it.

Our screen, described as two screens sharing an LCD

It is important to remember in the following discussion that the system frame buffer stores a full 16 bits (XO-1)/24 bits (XO-1.5) for each pixel on the display.

One way to think of the screen is as the combination of two separate screens, which share only an LCD glass. One screen is a normal backlit color screen. The other is a normal monochromatic reflective screen.

The LCD is a 1200x900 grid of square, 0.127 mm (200 dpi) pixels which each have 64 levels of gray (6 bits). As usual, when a pixel is off, it's transparent. And when it is fully on, it is opaque.

The backlit "color screen" has a backlight that shines through a fixed color filter onto the 1200x900 grid. The filter lights each pixel with just one permanent color: red, green, or blue. The intensity of the color is determined by the LCD gray level which is calculated by taking into account neighboring pixels.<ref>DCON filter kernel</ref><ref>DCON Specification</ref>

XO screen with different backlight levels

The reflective "monochrome screen" has a reflector behind the LCD grid. So room light comes in (through the LCD), bounces off the reflector, and goes back out, through the LCD. So there are 1200x900 pixels, which depend on ambient outside light to be seen.

The light the user sees comes from both of these. Some from the reflective "monochrome screen", and some from the backlit "color screen". How much comes from each depends on the backlight brightness setting and the ambient brightness of the room/outdoors.

In a completely dark room, you see only the backlit "color screen". In direct sunlight, you only see the reflective "monochrome screen". In between, you see a variable mix of both.

LCD-olpc.png

If you reflect the luminance in all pixels, and the primary colors are sub-sampled by three, what's the resolution of the combined screen? In sunlight, or in a normal room with the backlight turned off, it's 1200x900. Under normal conditions, with the backlight on, perception tests put it at something like XGA (which is 1024x768). Why use perception tests? Because the whole emphasis of the unusual screen design is to mesh well with how human perception works. So to get a useful measurement, you need to include an eyeball.

Our screen, described by its parts

Upside-down XO screen, taken with the microscope.
IBM ThinkPad screen, for comparison.
A pixel both reflects ambient light and transmits backlight (possibly colored) based on the liquid crystal's "twist" set by the voltage across the electrodes.

The screen is composed of several layers. Starting at the back, there is a white LED backlight, a 1200x900 grid of color filters, a semi-reflective layer, and a 1200x900 LCD.

The brightness of the backlight can be adjusted. It has 16 settings, including off. Kbd-brightness.png

The semi-reflective layer both reflects room light and lets the backlight's color-filtered light shine through. How much you see of each source depends on the relative strength of the two light sources.

  • In direct sun, you see only reflected, monochromatic light. The backlight setting doesn't matter.
  • In a completely dark room, there is no reflected light. So you only see the color-filtered backlight, and if you turn it off, you see nothing.
  • In between, you see some mix. You see more color-filtered backlight if you turn down the room lighting, or you raise the backlight setting. You see less color-filtered backlight when the room gets brighter, or you lower the backlight setting.

All color is created by the backlight and filters.

PixelLayoutDiagonal.png

There are 1200x900 pixels. Each one has a single colored filter behind it. So each pixel shows one primary color of either R, G, or B. Only one. It relies on its neighbors to provide the other primary colors. So each pixel has:

  • a fixed hue (R, G, or B),
  • a luminance which can be set (6 bit)
  • and a chrominance which depends on the relative strength of the room light and backlight.

This Munsell page has a nice diagram.

Consider a single one of those 1200x900 pixels. A red one. If its value is 0, black, then lighting doesn't matter. If its value is 255 (or whatever, fully transparent), then in bright sunlight you see only white, and in a dark room you see fully saturated red. If its value is in between, in bright sunlight you see a gray, and in a dark room you see a grayed (i.e., desaturated) red.

The theory

The display employs something the video encoding experts have done for some time: the human visual system sees higher resolution in luminance (B&W) than chrominance (color): for example MPEG movies have luminance resolution that is 4X greater than the chrominance resolution.<ref name="Livingstone">Margaret Livingstone; David Hubel (2002). Vision and Art: The Biology of Seeing. Harry N. Abrams. pp. 208. ISBN 0810904063. http://www.worldcat.org/wcpa/oclc/47745847. </ref> The OLPC XO-1 display, similarly, offers higher resolution luminance information than chrominance. A key thing to understand is that the blend of information, and thus the perceived resolution of the display, varies as the ambient light level of the room changes. Each pixel has both a reflective part that is B&W, and a transmissive part that is one color: red or green or blue. If one red, one green and one blue pixel merely combined to make a single full-color pixel, then the resolution would be 1200/sqrt(3) x 900/sqrt(3) or 693x520.

The perceived resolution when viewed in a totally dark room, however, is approximately 984×738 or about 164 dpi when measured using standard methods of determining display resolution. In a dark room the effect is akin to sub-pixel rendering and we measure an improvement in resolution of ~100% due to this effect. These measurements were done in a number of ways and were written up for publication by the Society for Information Display 2008 Annual Meeting (some were straight fresnel patterns, others were perceptual image detail tests).<ref>Mary Lou Jepsen (May 27, 2008). "Template:Citation error". Archived from the original. Template:Citation error. https://web.archive.org/web/20110715085536/http://www.pixelqi.com/blog1/2008/05/27/higher-resolution-than-we-thought-the-xo-laptop-screen/. Retrieved on 2009-10-27. </ref><ref name="SID08">Klompenhouwer, Michiel; Erno H.A. Langendijk (2008-05-27). Comparing the Effective Resolution of Various RGB Subpixel Layouts. Los Angeles, California: Society for Information Display Annual Meeting. doi:10.1889/1.3069822. SID08. http://www.sid.org/conf/sid2008/program/symposium.html. Retrieved on 2008-06-16. </ref>

With room lights on, the display's reflective mode now shows luminance (B&W) information at 200 dpi as well as chrominance (color) information from the transmissive mode. The combination increases the effective resolution to about XGA or 1024x768 or about 176 dpi when using test patterns to ascertain the display resolution.

Finally, the laptop can be brought outside into bright sunlight and the screen is still viewable - now the color is barely visible (if the backlight is left on), but on the screen the 1200x900 or 200 dpi resolution is seen crisply and clearly.

Other notes

The top left corner pixel is red. So the first row is RGBRG... and the second row is GBRGB... and the 3rd BRGBR... .
RGBRGB...
GBRGBR...
BRGBRG...
.
.

The luminance of the display, in a completely dark environment, is typically 85 cd/m^2 (which is very bright in a dark environment), with a contrast ratio of 85:1. In a dimly lit room (140 lux), the luminance is 100 cd/m^2. In a brightly lit room (350 lux), the display's luminance is 175 cd/m^2. In sunlight (2000 lux), the display's luminance is 590 cd/m^2. The beauty of a transflective display is that as the ambient illumination increases, the luminance of the display increases.

The frame buffer is always 1200x900, 200 dpi. Always. What that 200 dpi looks like varies a great deal depending on lighting. Lit externally, you see the grayscale pixels on a 1/200 inch grid. Lit internally (by the backlight), the display gains color. Depending on the ratio of external to internal lighting, the pixels vary from pure gray (black-to-white), to tinted, to pure color (black-to-... red, green or blue, depending on the pixel).

DCON screen driver chip

PixelProcBW.png

The DCON operates in one of two modes:

  • monochrome, used when the backlight is off
  • color swizzled anti-aliased, used when the backlight is on

Additional modes (such as color swizzled but not anti-aliases, and pass-through) are supported but not used in normal operation.

PixelProcDiagonal.png

Control from Linux

Using Sugar, or olpc-hardware-manager, to set /sys/devices/platform/dcon/output to 0 (color), gives "DCON color swizzled antialised". Setting it to 1 (mono), gives you DCON monochrome mode. You cannot currently get "DCON color swizzled not antialised".

For each pixel, the DCON always gets 19 bits input (6-7-6) from the frame buffer, and outputs a 6 bit pixel transparency for that pixel color component.

In DCON monochrome mode, the pixel's 6 bits come from a normal luminance calculation: y = 0.312*r + 0.563*g + 0.125*b.

Swizzling means that you select only one of the r,g,b channels. The color of the filter which the pixel is in front of. The other two are ignored (unless antialiasing is turned on).

In antialiasing, in addition to considering one's own channel value, you also consider the values of that channel on adjacent pixels. Anti-aliasing is enabled by default in XO system software.

ICC Profile

An ICC output profile of the display is available: File:OLPC icc.zip

See also

References

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