The Virtues of inexpensive approximation Journal: Dr. Dobb's Journal April 1991 v16 n4 p133(9) ----------------------------------------------------------------------------- Title: The virtues of inexpensive approximation: the Edsun Continuous Edge Graphics DAC. (Hardware Review) (Graphics Programming; Edsun Laboratories Inc.'s Continuous Edge Graphics Digital-to-Analog Converter) (evaluation) Author: Abrash, Michael. Summary: Edsun Laboratories Inc's Continuous Edge Graphics Digital-to-Analog Converter (DAC) features support for 8 bits-per-pixel (bpp) per color gun, compatibility with standard VGA DACs, capability to specify a pixel's color and capability for information to be embedded in the bitmap. The Continuous Edge Graphics DAC is complex to program and does not give users complete control over color, but its attributes are very substantial to any graphics programmer. The combination of the DAC with the VGA standard is likely to create its own high-end standard for computer graphics. The only problem with implementing the high-end graphics will be software support. ----------------------------------------------------------------------------- Descriptors.. Company: Edsun Laboratories Inc. (Products). Product: Edsun Laboratories Continuous Edge Graphics (Digital-to-analog converter). Topic: Tutorial Digital to Analog Converters Evaluation VGA Standard Computer Graphics. Feature: illustration chart table. Caption: VGA data stream. (chart) Pixel values. (table) ----------------------------------------------------------------------------- Full Text: The Virtues of Inexpensive Approximation: The Edsun Continuous Edge Graphics DAC A while back, Hal Hardenbergh (of DTACK Grounded, neural net, and Offramp fame) was good enough to help me figure out how to draw roundish objects rapidly. Circles were no problem for Hal; neither were ellipses with horizontal or vertical major axes. The sticking point was tilted ellipses. The problem wasn't that Hal didn't know how to draw tilted ellipses; the problem was drawing them fast. No matter how he approached the problem, he always ended up stuck with one small term that was very expensive (that is, slow) to calculate. And there matters stood for a while. One day, Hal called and said, "I can draw tilted ovals very fast. These are not ellipses. However, they look so much like ellipses that it's hard to tell them apart." Hal had replaced the expensive term with an easily calculated but slightly less accurate term. The resulting ovals were no longer mathematically ellipses--but they were sure as heck close. Sometimes you really do need genuine ellipses--but not very often. Computer graphics is the art of approximating the ideal in such a way that the eye and brain together fill in the gaps, and in that context, a tilted ellipse-like oval will almost always serve as well as a true ellipse -- better, if the oval can be drawn faster than the ellipse. In other words, an inexpensive approximation often beats an expensive ideal. Which brings us to the Continuous Edge Graphics Digital-to-Analog Converter (CEG/DAC), from Edsun Laboratories. The Edsun Continuous Edge DAC The CEG/DAC, which may well impact the state of IBM PC graphics every bit as much as Super VGA did, is a triumph of inexpensive approximation over expensive perfection. For about $15 added cost (in quantity; projected to drop to around $5 within a year), otherwise off-the-shelf VGAs can approach and sometimes even surpass 24-bit-per-pixel (bpp) display quality, with stunning results. It is literally impossible to watch Edsun's demo and not lust for a CEG/DAC. The CEG/DAC is being touted as an antialiasing device, about which I have my doubts. (It vastly expands the number of colors available in a single VGA frame, but in a sharply limited fashion. More about this later.) It might be more accurate to call it a dejagging palette expansion device, but whatever it is, it works. The CEG/DAC is less than ideal in several respects. It's complex to program, it doesn't give you complete color control, and software that takes advantage of CEG/DAC features is often slower than normal VGA software at the same resolution. Nonetheless, for good and sufficient reasons which I will explain shortly, I think that a year from now the high-end VGA standard will be CEG/DAC-plus-Super VGA, much as Super VGA is the standard today. Once the price of the CEG/DAC drops a little, a Super VGA manufacturer would be nuts to build an adapter without CEG/DAC, a user would be foolish to buy a Super VGA sans CEG/DAC, and a graphics programmer would be right out of his gourd not to at least investigate the technology. Photorealistic CEG/DAC images look amazingly better than standard 256 color images; lines look like they stepped off the Planet of the Vector Displays (okay, there's a little striping, but we're picking very small nits here); polygons blend together seamlessly; detail is much easier to pick out; and text looks terrific on the CEG/DAC. To put it simply, CEG/DAC graphics Just Plain Look Great. And they're cheap. Ignore that at your own risk. How It Works The CEG/DAC combines the following four attributes, none of which seems particularly profound: * Compatibility with standard VGA DACs * Support for 8 bpp per color gun * Capability for information to be embedded in the bitmap to reprogram the palette on-the-fly * Capability for a pixel's color to be specified as a weighting of adjacent colors on the same scan line Together, these seemingly innocuous features may set the next PC graphics standard. VGA DAC Compatibility Like any VGA DAC, the CEG/DAC sits at the end of the VGA adapter's pixel pipeline, accepting 8-bit pixel attribute values from the VGA chip, converting them into red, green, and blue pixel colors, and sending the appropriate RGB voltage levels to the monitor. Until a specific sequence of OUTs kicks it into CEG mode, the CEG/DAC performs this pixel conversion just like the VGA-standard Inmos DAC; each pixel attribute is used as a look-up index in an internal 256-entry palette table, and the looked-up RGB value is sent to the monitor. The CEG/DAC is Inmos-compatible right down to the pins, so manufacturers can put CEG/DACs on VGAs without altering board layouts, BIOSs, or manufacturing processes. This, in combination with the relatively low price, instantly converts the CEG/DAC from a high-end item with a niche market to a mass-market part. Why? Because the CEG/DAC is an inexpensive, no-fuss way for VGA manufacturers to distinguish and add value to their products, a valuable attribute indeed in a market where every VGA is beginning to look like every other, and prices are falling through the floor. I predict that there will be CEG/DACs on several hundred thousand VGAs within a year even if no one ever uses it in CEG mode. In years past, "1024 X 768" sold a lot of Super VGAs, even though the 30Hz interlacing used to reach that resolution was capable of frying optic nerves in a matter of minutes. Likewise, it's of immense value to manufacturers to be able to use the CEG/DAC to claim "740,000 colors" and "2048 X 2048 effective resolution" (that is, that CEG/DAC displays at 1024 X 768 are equivalent to normal displays at 2048 X 2048, an interesting concept to which we'll return another time). Let's not carry the analogy too far, because the CEG/DAC is far more useful than was the 30Hz 1024 X 768 mode; the point is that the actual utility of the CEG/DAC is almost superfluous to its widespread use, which seems virtually assured. That, in turn, means that the CEG/DAC should quickly reach the critical mass at which it becomes worthwhile for mass-market software to support it routinely -- and that's the definition of a PC standard in my book. The Standard of Comparison: 24 Bits per Pixel In order to understand the importance and limitations of the remaining CEG/DAC features, we must first look at the traditional high-end standard for color graphics: 24-bpp color selection, yielding 16,777,216 independently selectable colors per pixel, enough to convince the eye that it's looking at a continuous color spectrum, or at least that portion of the spectrum that a CRT can display. The obvious benefit of 24 bpp is that the colors of the primitives that make up graphics displays -- points, lines, polygons, and so on -- can be independently selected from a virtually unlimited palette, giving the programmer a free hand in color selection. It's worth noting, however, that you'll never need all 16,000,000-plus colors simultaneously; there are, after all, fewer than a million pixels even at 1024 X 768 resolution. Then, too, primitives are rarely drawn in a random mix of colors; typically, each primitive is drawn in a single color or a mix of a few colors. It's likely that at most only a few hundred completely unrelated "main" colors will be required for a typical display, although thousands of variations on and combinations of those colors may also be required. The less obvious benefit of 24 bpp is that it allows for excellent antialiasing. Raster graphics attempts to render an image of essentially infinite resolution on a medium of decidedly finite resolution--the computer screen. The generally inadequate pixel-by-pixel rate at which the image is sampled onto the screen can result in considerable error (aliasing) in rendering the image. The most notable symptom of aliasing is jagged primitive edges. Antialiasing is the process of reducing the error of the displayed image relative to the original (ideal) image, in any of a number of ways, a topic to which we'll return in the future. For now, what's important to understand about antialiasing is that it creates attractive, smooth displays that are good representations of ideal images, and that it is generally performed by selecting the color of a given pixel as a function of the colors surrounding that pixel in the ideal image. As a very simple example, pixels that fall right on the boundary between a white polygon and a black polygon could be weighted 50 percent white and 50 percent black, as shown in Figure 1. While the resulting image has the same resolution as if antialiasing had not been performed, the eye perceives the gray pixels as blending into the adjacent polygons when displayed on the screen, and the edges appear to be smooth. There are three points to be made here. First, 24 bpp is perfect for antialiasing because by making all colors available, it allows just the right color weighting to be selected for each pixel. Second, antialiasing does not involve selection of random pixel colors, but rather of pixel colors closely related to the colors of adjoining pixels. Antialiasing does not require new main colors, but rather variations on the main colors used to draw the primitives; there is considerable color coherence between neighboring pixels. Third, antialiasing need not be perfect to be useful. Merely eliminating jagged edges is a major step in the direction of visually appealing displays, regardless of the mathematical correctness of the procedure by which this is done. 24 bpp, though theoretically ideal, suffers from one major shortcoming: It's expensive. It requires both a great deal of memory (2.5 Mbyte for 1024 x 768 24-bpp), and hardware designed to handle the vast amounts of video data that must be pumped out to the screen. (It's worth noting, though, that relatively inexpensive 15 bit-per-pixel VGAs, built around the Tseng Labs ET4000 chip, should be available soon.) Performance also suffers from the need to manipulate larger bitmaps, and often from the increased demands that scanning all that video data places on memory bandwidth, as well. High-resolution adapters tend to be plagued by similar problems. The CEG/DAC doesn't provide either 24 bpp or higher resolution, but neither does it require any extra memory or additional hardware, and it places no additional demands on memory bandwidth. 8 bpp per Color Gun The standard VGA DAC supports only 6 bpp per color gun, but in CEG mode the CEG/DAC provides a full 8 bpp per gun. This extra color information is, however, made available in the normal way, via the 256-entry palette look-up table (albeit with 24-bit RGB entries), so this feature alone doesn't increase the number of colors available at one time. Reprogramming the Palette On-The-Fly The CEG/DAC allows information embedded in the bitmap to reprogram the palette on-the-fly, a feature Edsun calls EDP, for Edsun Dynamic Palette. EDP expands the available color set by allowing the palette to be treated as a dynamic resource during the course of a frame; you can, if you want, have a completely different palette available for the hundredth scan line than you had for the first. However, EDP is not so useful as it may initially appear to be, because in order to reprogram the palette, at least six pixels in a row must display the same color, as follows: The CEG/DAC normally accepts pixel values from the VGA and looks up the corresponding RGB values, just as a standard VGA DAC does. However, in CEG modes, certain pixel values are treated as commands rather than as pixel attributes; Table 1 shows the list of commands in Advanced-8 mode (more on this shortly). A portion of the palette is given over to these commands, so fewer pixel colors than normal can be selected directly through the palette; only 223 main pixel colors are available in Advanced-8 mode, and fewer still in other modes. Nonetheless, the total number of colors available in a single frame is vastly increased by the use of command values to derive new colors from the main colors and to change the palette on-the-fly. (The command-driven nature of the CEG/DAC is the reason a VGA adapter doesn't have to be changed if a CEG/DAC is installed. The bitmap is laid out in exactly the same way as usual; only the interpretation of some of the values in the bitmap changes, and the CEG/DAC does that interpretation. The VGA sends pixel values from the bitmap to the DAC just as it always does, without the faintest notion of the new meanings of some of the values in CEG mode.) When a pixel set to the EDP command value is received by the DAC, the next four pixel values are taken to specify the new red, green, and blue values for the palette location to load, and the index of that location. While this is going on, the DAC has no new pixel information to display; the data stream from the VGA that should have provided the pixel values is instead providing the palette load values, as shown in Figure 2. The CEG/DAC compensates by displaying the last known pixel color for the duration of the palette load, so each EDP load results in six identical pixels in a row. EDP loads can be handled without impacting the displayed image by sacrificing a portion of one or both sides of the bitmap to make a solid border; the EDP commands can be placed in this part of the bitmap without affecting the image, which is displayed in the remaining portion of the bitmap. Sacrificing five percent of the bitmap for a left edge border and five percent for a right border in 1024 x 768 mode allows 20 palette entries to be reprogrammed on every line. It would certainly be better if EDP commands could be executed during normal border time, but the VGA chip doesn't send information from the bitmap to the DAC at that time. A special VGA chip could easily be built that would allow more efficient palette loading -- but this way the CEG/DAC requires no modification to existing VGAs, and that characteristic is key to the success of the CEG/DAC. Another way to handle EDP loads is to perform them in bitmap locations where there just happen to be at least six pixels in a row of the same color. This is obviously a complex proposition, especially if the screen is constantly changing. Using the CEG/DAC effectively is without a doubt a nontrivial programming exercise; the CEG/DAC makes high-quality graphics possible, but the bulk of the work in actually realizing such graphics falls on the software. The quick-minded among you will no doubt note that EDP doesn't actually make any more colors simultaneously available; they're available in the same frame, but you're still limited to 223 main colors at any one time. True enough, but rarely will you need more than 200 main colors on a single scan line. Pixel Weighting The basic premise of pixel weighting is simple: Any pixel that's set to a pixel-weighting command value is drawn as the specified mix of the colors (not the attributes, but the final, looked-up, 24-bit colors) of the nearest pixels to the left and right. (See Table 1.) If either neighboring pixel is also a command rather than a color, the color of the nearest pixel that is a color is used. (Pixel weighting actually follows a more complicated set of rules, particularly for line drawing and multipixel weighting sequences, as described in Edsun's CEG Level 3 Specification, but conceptually the above description will do.) This allows 32 weightings of colors, ranging in steps of 1/31 from 100 percent one color to 100 percent the other; oddly, this does not allow weightings of exactly 50-50. These weightings tend to be well suited to smoothing edges and boundaries, as illustrated by Figure 3. Similarly, pixel weighting tends to provide useful colors when color gradients are drawn. Pixel weighting is truly the key to the CEG/DAC. The advertised 740,000 colors result from pixel weighting: 742,813 is the exact number, derived as each of the 223 main colors mixed in any of 30 ways with the 222 other main colors, divided by two because half the combinations are duplicates, plus the 223 unweighted main colors themselves. (The number of available colors is slightly higher if EDP is disabled, because an additional pixel value is then freed up for use as an attribute. If EDP is enabled, additional colors can be made available by loading the palette on-the-fly.) Pixel weighting doesn't actually allow you to select any arbitrary one out of 742,813 colors for any given pixel; in fact, you still have a choice of only one of at most 256 colors for any one pixel. However, if you can get by with 223 or fewer main colors (bearing in mind that EDP can change the main colors), the weightings available at any given pixel are useful for smoothing edges or shading, so you get a good portion (although by no means all) of the utility that 740,000 simultaneous colors would offer. Pixel weighting is scarcely a perfect solution. Many antialiasing algorithms consider not only horizontally but also vertically adjacent pixels; pixel weighting takes no account of those pixels at all. In general, points at which three or more colors need to be taken into account aren't amenable to pixel weighting. What's more, because pixel weighting is left-to-right sequence dependent, it doesn't allow for proper weighting of the leftmost pixel on a scan line, and it can't always handle weighting sequences that are disrupted by intersecting primitives. (Edsun has, however, put in special cases that allow, for example, a near-vertical single-width line to cross a weighting sequence without disrupting the sequence. See the CEG Level 3 Specification for details on the special case mix rules, which are fairly complex.) What pixel weighting amounts to is horizontal color mixing; as such, it provides many but not all of the colors needed for ideal antialiasing. (EDP can patch "holes" in the available color set, but only to a limited extent, because of the requirement for six consecutive pixels of the same color and because it must also be used to change main colors as necessary.) Nonetheless, CEG/DAC graphics look good even when mathematically correct antialiasing isn't possible; Lord knows, they do expand the color palette and get rid of the jaggies. Like a stereo with the bass cranked up or an overbright TV, a CEG/DAC image can look terrific even if it isn't an ideal representation of the original image. I wouldn't call the CEG/DAC an "antialiasing" device in the classic sense, but what it does is useful in its own right; in fact, I expect new drawing and rendering approaches to spring up around it. To quote Foley and van Dam, from the Second Edition of Computer Graphics (page 646): "A simple or fast algorithm may be used if it produces attractive effects, even if no justification can be found in the laws of physics." Pixel Weighting Details There are actually three distinct CEG modes. The one described above is Advanced-8 mode, available in all 8-bpp modes. There's also Advanced-4 mode, used in 4-bpp display modes, which is similar but offers only seven or eight main colors (depending on whether EDP is enabled) and eight weightings. (See Table 2.) The final mode, Basic-8, also available in 8-bpp modes, is quite different. (See Table 3.) Instead of requiring that a pixel contain either a color attribute or a command, each Basic-8 pixel contains both a 4-bit color attribute and a one-of-eight pixel weighting; EDP is not available in Basic-8. The color attribute is mixed with an earlier pixel, possibly but not necessarily the preceding pixel. Because it is simpler and more flexible than Advanced-8, Basic-8 is useful for applications that need no more than 16 main colors. Pros and Cons It's unquestionably more difficult to program a CEG/DAC bitmap than a normal VGA or 24-bpp adapter. For general drawing with a full set of primitives, you must consider the surrounding state of the bitmap as you draw, because you may partially overwrite pixel weighting sequences already in the bitmap, producing unintended effects. Such is the cost of sequence-dependent bitmap encoding. CEG/DAC code also often runs slower than standard VGA code at the same resolution, because there's more calculation to be performed for each pixel. However, CEG/DAC code is generally faster than equivalent code would be running on an adapter with 24 bpp or two to four times the resolution, because those approaches require that more bytes of display memory be manipulated per pixel or that many more pixels be drawn. Also, it's not necessary that you use pixel weightings and EDP everywhere on the screen; you may choose to use only the 223 main colors for most of the screen, and reserve CEG drawing for a logo, or for a few special icons. On balance, the CEG/DAC involves considerable added software complexity, provides slower performance at a given resolution, and doesn't fit standard antialiasing, drawing, and rendering models particularly well. On the other hand, it makes wonderful graphics possible, and is faster and much, much cheaper than higher-resolution or higher-color displays. Basically, the burden with the CEG/DAC falls entirely on the programmer, who has to deal with the complex bitmap and must come up with drawing models suited to this odd chip. As far as the user is concerned, it looks good and costs little--a winner across the board. And remember, users pay the freight. Gamma Correction Edsun has built into the CEG/DAC "gamma correction"--the process of generating a desired percentage of full brightness when mixing colors--making for accurate mixing, and saving programmers a major headache in calculating color mixes. Interestingly, gamma correction plus pixel weighting makes the CEG/DAC able to produce useful color components other than the 256 normally selectable for each color gun via the palette look-up table. If a 50-50 pixel weighting (actually, 16/31 to 15/31, which is as close as the CEG/ DAC can come to 50-50 because of the 1/31 pixel weighting step) is specified between a pixel with a red color component of 254 and another of 255, a red gamma-corrected component with a brightness halfway between the two will be sent to the monitor. In this respect, the CEG/DAC exceeds the color-generation capabilities of even 24-bpp adapters. How to Develop for the CEG/DAC To develop for the CEG/DAC, you'll need a VGA with a CEG/DAC, along with Edsun's basic documentation: Edsun Continuous Edge Graphics/ D-to-A Converters Data Sheet and Edsun Continuous Edge Graphics Level 3 Specification. You'll also want to get Edsun's CEG Software Development Kit (SDK), a $250 library of CEG-aware graphics functions--lines, ellipses, CEG control, and the like--and sample code. Applications developed with the SDK are royalty-free. SDK source code is available at no cost if you sign a nondisclosure and license agreement that allows you to distribute object code royalty-free. The SDK is adequate to get started with CEG programming, but it isn't a complete graphics library; for instance, there's no support for clipping. Neither is the SDK particularly well optimized for performance; for example, a little probing with a debugger revealed that polygons are filled one dot at a time via calls to a draw-pixel subroutine. I found the SDK to be functional, but something of a chore to use, partly because the manual was of marginal assistance in dealing with the many unfamiliar CEG-specific functions; more explanatory and overview material would help greatly. The SDK is a good way to get started with CEG/DAC programming, and will no doubt improve with time (like the rest of us, it will take some time for Edsun's programmers to master CEG), but right now, don't expect too much from it. Personally, I'd get the SDK source code and treat that as no more than a starting point. Clever programmers willing to take the time to understand the hardware and program the CEG bitmap directly will surely be able to work wonderful tricks with both display quality and performance. The SDK comes with some utilities, including several to convert from Targa to CEG format and back; image manipulation tools are on the way for the next SDK revision. However, there are currently no tools to let you edit icons or prototype screens. That, I suspect, will change in a hurry; if you're looking for an interesting and potentially lucrative project, you could do worse than to build a first-rate CEG/DAC image editor. Microsoft Windows CEG drivers will be available soon, so for Windows applications, the benefits of the CEG/DAC will be automatic with driver installation. Implications The CEG/DAC is an odd and complex technology, and it will be some time before its full potential is known. Areas for further research include maximizing performance, exploring the possibilities of the CEG/DAC's extremely fine color control, and allocating EDP loads in a changing bitmap, which seems to me a first-rate optimization problem. Given that CEG/DAC programming makes for more attractive lines, edges, text, and images at little cost, I think that CEG/DAC-plus-Super VGA is likely to set the high-end mass-market standard, at least until XGA arrives in force, and possibly longer. CEG could well be applied to an XGA DAC clone, or, for that matter, to 15-bpp VGAs or non-PC systems. CEG/DAC-plus-Super VGA may dominate the market between vanilla VGA and Targa-level adapters until low-cost 24-bit-per-pixel graphics become available, a matter of a few years at least. Is the ascendancy of the CEG/DAC a sure thing? Hardly. I do think that Super VGA manufacturers will put it into play; they can't afford not to. The problem is software: The chip is unfamiliar, limited in many respects, and just plain hard to program. Still, for all its imperfections, the CEG/DAC makes possible some very desirable graphics that were formerly flat-out impossible for mass-market software--and that sort of potential doesn't stay untapped in the PC arena for very long. [BACK] Back Discuss this article in the forums
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