Difference between revisions of "Led Matrix 32x64"

From Fixme.ch
Jump to: navigation, search
(Created page with "= Name = == Start date == == Description == == Goal == == Obstacle == == Components ==")
 
Line 1: Line 1:
= Name =
+
[[Category:Ongoing_Projects]]
== Start date ==
+
== Description ==
+
== Goal ==
+
== Obstacle ==
+
  
== Components ==
+
A FPGA-based interface controller for
 +
[http://www.limpkin.fr/index.php?post/2011/05/12/Oops...-I-dit-it-again%21 Limpkin's RGB LED matrices].
 +
 
 +
 
 +
=== Matrix reference ===
 +
 
 +
* size: 64x32 RGB LEDs
 +
* organization: 2 blocks (upper and lower) with each 16 lines à 64 LEDs
 +
* (6) 64 bit shift registers
 +
* input pins:
 +
** R, G, B for each upper and lower: R1, G1, B1, R2, G2, B2; 1 = LED on
 +
** clock (next bit, rising edge)
 +
** latch (latch shifted data to output, rising edge)
 +
** enable (drives LEDs from latched data?, 0 = enable)
 +
** 5V signals
 +
** 40ns period = 25MHz max.
 +
 
 +
 
 +
== Overview ==
 +
 
 +
* FPGA drives 1 or more (up to 4?) matrices
 +
* use block ram or external SRAM for frame buffer storage
 +
* interface with PC
 +
 
 +
 
 +
=== Feature ideas ===
 +
 
 +
* double buffering
 +
* larger off-screen buffer + compositing ops?
 +
* character generation
 +
* update only sections
 +
* small CPU core to execute short programs?

Revision as of 11:49, 1 August 2011


A FPGA-based interface controller for Limpkin's RGB LED matrices.


Matrix reference

  • size: 64x32 RGB LEDs
  • organization: 2 blocks (upper and lower) with each 16 lines à 64 LEDs
  • (6) 64 bit shift registers
  • input pins:
    • R, G, B for each upper and lower: R1, G1, B1, R2, G2, B2; 1 = LED on
    • clock (next bit, rising edge)
    • latch (latch shifted data to output, rising edge)
    • enable (drives LEDs from latched data?, 0 = enable)
    • 5V signals
    • 40ns period = 25MHz max.


Overview

  • FPGA drives 1 or more (up to 4?) matrices
  • use block ram or external SRAM for frame buffer storage
  • interface with PC


Feature ideas

  • double buffering
  • larger off-screen buffer + compositing ops?
  • character generation
  • update only sections
  • small CPU core to execute short programs?