Today’s flat-panel displays provide bright, crisp, and
vivid images—and they use plenty of power while doing
it. It’s a tradeoff that hardly mattered when we rarely
watched movies, played games, or surfed the Web on
anything other than furniture-size monitors. But that
power consumption is a serious engineering constraint
today, when more and more of us are getting our visual
data on the go, from cellphones, video iPods, and game
players like Sony’s PSP. And as serious as the
constraint is now, it will soon become downright
intolerable as engineers strive to wring far more vivid
visual information out of the next generation of
portables than can be displayed by anything now on the market.
Fortunately, remarkable power savings—as much as 50
percent—can be achieved by simply redesigning the
display to provide no more information than the eye can
absorb and the brain can digest. This strategy is called
biomimetic, because it deliberately mimics a living system.
Biomimicry has long been used in audio. For many years
microphones, amplifiers, and speakers have been designed
in sizes and frequency ranges that match the human
auditory system. Similarly, the telephone system crams
calls through limited carrying capacity by editing the
frequencies down to a limited bandwidth. Such
compression techniques have also been applied to audio
and video software, as seen in the Moving Picture
Experts Group (MPEG) and other algorithms. Now it is
time to apply biomimicry to displays.
It all begins with the retina, the part of the eye
that converts photons into electrochemical signals that
are interpreted by the brain as images. The retina’s
most discerning photosensitive elements, or
photoreceptors, are the cones. Except in a color-blind
person, the human eye has three kinds of cones, each
having a different type of protein, called a photopigment.
One kind of photopigment is specialized to sense
photons in the reddish-yellow band of wavelengths, the
second in the greenish-yellow band, and the third in the
blue one. Because the typical eye has about 30 red- and
green-sensitive cones for every blue one, almost all the
work of resolving an image—its luminance, edges, and
other structural detail—is done with output from the
red and green cones, which also detect color, of course.
The blue cones detect only color [see sidebar,
“The Human Visual
System at a Glance”].
Yet despite the great preponderance of red and green
cones in our eyes, most flat-panel displays produced
today, like just about every color TV tube produced in
the past half century, have a 1:1:1 ratio of red, green,
and blue color elements. These elements, called
subpixels, are arranged in either a stripe or a delta
pattern [see illustration, “”].
Because the blue subpixels do almost nothing to help the
eye resolve images, most of it goes to waste.
Over the years, researchers have come up with ways to
minimize the waste. In the 1970s, Bryce Bayer, of
Eastman Kodak Co., came up with the Bayer pattern, with
a 1:2:1 ratio of red, green, and blue subpixels, with
the green subpixels linked diagonally, as in a
checkerboard [see illustration, “”].
That pattern was used by General Electric Co., in
Fairfield, Conn., in avionics displays in the late
1980s. It made the displays somewhat more efficient, but
it had problems. One was that the ratio of colors in the
pixels gave the screens a distinct greenish cast.
Another was that the scheme could not, for a given
density of pixels, render imagery with the highest
possible level of detail [see sidebar, “A Sharper Image”].