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Planar (computer graphics)

Planar (computer graphics) is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Planar (computer graphics) rather than just read about it. In short: In computer graphics, planar is the method of arranging pixel data into several bitplanes of RAM. Each bit in a bitplane is related to one pixel on the screen.

Planar (computer graphics) — main illustration
Planar (computer graphics) — illustration

Key takeaways

  • Planar (computer graphics) belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Planar (computer graphics) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Planar (computer graphics) from memory before moving on to harder problems.

Reference excerpt

In computer graphics, planar is the method of arranging pixel data into several bitplanes of RAM. Each bit in a bitplane is related to one pixel on the screen. Unlike packed, high color, or true color graphics, the whole dataset for an individual pixel is not in one specific location in RAM, but spread across the bitplanes that make up the display. Planar arrangement determines how pixel data is laid out in memory, not how the data for a pixel is interpreted; pixel data in a planar arrangement could encode either indexed or direct color. This scheme originated in the early days of computer graphics. The memory chips of this era can not supply data fast enough on their own to generate a picture on a TV screen or monitor from a large framebuffer. By splitting the data up into multiple planes, each plane can be stored on a separate memory chip. These chips can then be read in parallel at a slower rate, allowing graphical display on modest hardware, like game consoles of the third and fourth generations and home computers of the 80s. The EGA video adapter on early IBM PC computers uses planar arrangement in color graphical modes for this reason. The later VGA includes one non-planar mode which sacrifices memory efficiency for more convenient access.

Hardware with planar graphics Game consoles with a planar display organization include Sega´s Master System and Game Gear, Nintendo´s NES / SNES, and the PC Engine. The Slovak PP 01 includes a 24KB plane-based 8-colour graphics mode with a resolution of 256x256 pixels. The 16-bit Atari ST and Amiga platforms from the 80s and 90s were exclusively based on a planar graphics configuration alongside a powerful blitter. Amiga's OCS graphics chipset works with 5 bitplanes which allows 2^5=32 colors per pixel, while later models with the AGA chipset can handle eight bitplanes (2^8=256 colors). For the Sinclair (Amstrad) ZX Spectrum computer family and compatible systems, a graphics expansion named HGFX was developed in 2019. In 2022 it was implemented in FPGA-based hardware. The HGFX enables a memory organization that is compatible with the original ZX Spectrum system while taking up only 6144 bytes of the original video RAM. In addition, it provides two video-buffers, 256 indexed colours, a truecolour palette, and an HDMI output. The HGFX works with eight bitplanes. Currently it is implemented as part of MB03+ Ultimate interface and eLeMeNt ZX computer.

Examples On a chunky display with 4-bits-per-pixel and a RGBI palette, each byte represents two pixels, with 16 different colors available for each pixel. Four consecutive pixels are stored in two consecutive bytes as follows:

Whereas a planar scheme could use 2 bitplanes, providing for a 4 color display. Eight pixels would be stored as 2 bytes non-contiguously in memory:

In the planar example, 2 bytes represent 8 pixels with 4 available colors, where the packed pixel example uses 2 bytes to represent fewer pixels but with more colors. Adding planes will increase the number of colors available at the cost of requiring more memory. For example, using 4 planes makes 24=16 colors available, but it would then take 4 bytes to represent 8 pixels (making it equivalent in terms of memory usage and available colors to the packed arrangement example).

Advantages and disadvantages Planar arrangements offer space and time efficiencies over packed arrangements at bit depths that are not powers of 2. As an example, consider 3 bpp, allowing 8 colors. With planar arrangements, this simply requires 3 planes. With packed arrangements, supporting exactly 3 bpp would require either allowing pixels to cross byte boundaries (incurring time costs due to complications with addressing and unpacking pixels) or padding (incurring space costs, as each byte would store 2 pixels and have 2 unused bits); historically, this is one reason (though not necessarily the main one) packed pixels used bit depths that fit evenly into bytes. Planar arrangements allow for faster bit depth switching: planes are added or discarded and (if colors are indexed) the palette is extended or truncated. Consequently, support for higher bit depths can be added with little to no impact on older software. Ease of bit depth switching also allow elements with different bit depths to be easily used together. A disadvantage of planar arrangements is that more RAM address cycles are needed for scrolling and animations.

See also Packed pixel Amiga graphics chipset roadmap

References

Worked examples

Example 1 — a first encounter with Planar (computer graphics)

Start with the simplest possible case. Write down what Planar (computer graphics) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Planar (computer graphics) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Planar (computer graphics) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Planar (computer graphics)

In research
Planar (computer graphics) appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Planar (computer graphics) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Planar (computer graphics) is common in secondary-school and first-year university syllabi. It links to neighbouring topics Amiga, Computer graphics, so understanding it makes those chapters shorter.
In everyday life
Look for Planar (computer graphics) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Planar (computer graphics) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Planar (computer graphics) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Planar (computer graphics) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Planar (computer graphics) in simple terms?

In computer graphics, planar is the method of arranging pixel data into several bitplanes of RAM. Each bit in a bitplane is related to one pixel on the screen.

Why does Planar (computer graphics) matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Planar (computer graphics)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Planar (computer graphics).

Tags

  • Amiga
  • Computer graphics

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