Display Concepts
- Display Concepts
- Table of Contents
- First Draft (Nice and Neat)
Table of Contents
- First Draft (Nice and Neat)
- More Concepts (to add)
First Draft (Nice and Neat)
Display Devices
Embedded Displays
- Touchscreen Displays
- Embedded Linux Framebuffers
- OLED, LCD, and E-Ink Displays
Display Device Quality Control
Display Portability and Accessibility
- Display Mirroring
- Multi-Monitor Support
- Accessibility Features
Display Hardware Standards
Display Interfaces & Outputs
(Hardware interfaces for outputting display signals)
- DVI, HDMI, DisplayPort (DP), VGA
- USB-C / Thunderbolt (Video output and data transfer)
- Multi-Stream Transport (MST) (Daisy-chaining multiple monitors over a single cable)
Media Protection Protocols
(Content protection protocols to prevent unauthorized access to digital media)
- HDCP (High-bandwidth Digital Content Protection) (Content protection for digital media)
Display Hardware Standards / Software Interface
Display Information Standards & Protocols
(Standards and protocols for defining display modes and communication)
- EDID (Extended Display Identification Data)
- VESA Modelines (Defines resolution timings and modes, often conveyed via EDID)
Display Hotplugging
- EDID (Extended Display Identification Data)
- DPMS (Display Power Management Signaling)
- Hotplug Events
V-Sync and Frame Rate Cap
- Tearing
- Frame Rate Capping
- Adaptive Sync
Software Technologies (Core OS Level)
Display Protocol Stack
- XCB (X C Binding)
- Wayland Protocols
- XRender
Software Technologies
Kernel-Level Display Management
(Handles direct hardware interaction for display output)
- Framebuffer Driver (Legacy, offloads mode setting and rendering to user-space programs)
- KMS (Kernel Mode Setting) (Sets mode via kernel to improve early-stage graphics)
- DRM (Direct Rendering Manager) (Handles rendering via kernel to improve latency)
Userspace-Level Components
-
Framebuffer Devices
- /dev/fb0
-
Direct Rendering
- Direct Rendering Infrastructure (DRI) (Part of the X.Org X11 Server, can access DRM directly)
- OpenGL Direct Rendering (Can access DRM via libdrm)
Graphics APIs & Stacks
(Handles rendering and graphical computation)
-
API Standards:
- OpenGL
- Vulkan
- DirectX
- Metal (Appleโs proprietary graphics API)
-
API Implementations:
-
Mesa (OpenGL, Vulkan implementation)
- LLVMpipe (Software rasterizer for OpenGL)
- Nouveau (Open-source NVIDIA driver, the user-space component is included in Mesa)
Display Protocols
(Handles how display systems interact with graphics hardware and manage windows/screens)
General Concepts
- Compositing
- Compositing Effects (Shadows, transparency, animations)
- Software vs Hardware Compositing (Performed by the CPU vs the GPU)
- Window Management
- Tiling Window Management (Organizing windows without overlapping)
- Floating Window Management (Allowing windows to overlap freely)
- Window Placement (How windows are positioned when opened)
Protocols
-
X11 (Display protocol, also known as X Window System)
- Xorg (Compositor backend for X11)
- XWayland (Bridge for running X11 apps on Wayland)
-
Wayland (Modern display protocol)
-
Wayland Compositors
- Mutter
- Weston
- KWin
- Sway
- Wayfire
-
MIR (Canonical's display protocol, primarily used with Ubuntu)
-
MIR Compositors (e.g., MIR server)
Software Level (User)
Screen Rotation and Orientation
- Landscape/Portrait Mode
- Rotate Mode in X11/Wayland
Display Color Calibration
- ICC Profiles
- Color Temperature
- Hardware Calibration
Key Visual Concepts
High Level Concepts
(High-level principles governing the user experience)
- Resolution (The number of pixels displayed on the screen, e.g., 1920x1080)
- Refresh Rate (How many times per second the image is updated)
- Aspect Ratio (The proportional relationship between width and height, e.g., 16:9, 4:3)
- Scaling
- Integer Scaling (Scaling by whole-number factors for sharper images)
- Display Scaling (Scaling UI elements proportionally to fit screen size or resolution)
- Visual Aspects
- Tearing (Visual artifact when frames are drawn out of sync with the monitorโs refresh rate)
- V-Sync (Vertical synchronization to prevent tearing)
- VRR (Variable Refresh Rate) (A technology that syncs the display refresh rate to the GPUโs frame rate)
- Latency (Input lag, frame rendering delay)
Color & Visual Fidelity Concepts
(Concepts related to color accuracy and visual quality)
- Color Depth (Number of bits used for color representation)
- Color Space (e.g., sRGB, Adobe RGB, DCI-P3)
- Gamma Correction (Adjusts brightness for non-linear perception)
Graphics Processing Hardware
(Physical components responsible for rendering and display output)
GPU (Graphics Processing Unit)
- GPU Memory (VRAM)
- GPU Offloading (Using the GPU to accelerate non-graphical workloads)
GPU Rendering Pipelines
- Vertex Processing
- Rasterization
- Fragment Processing
- Shader Programs
- Ray Tracing
Display Memory Management
- Unified Memory
- Memory Mapping
- Memory Leak
Tools
Remote Display & Virtualization
(Tools and protocols for accessing or virtualizing remote displays)
- VNC (Virtual Network Computing)
- RDP (Remote Desktop Protocol)
- SPICE (Simple Protocol for Independent Computing Environments)
Related Graphics Concepts
- Texture Mapping
- Anti-Aliasing
- Post-Processing Effects
- Frame Buffers and Buffers in VR