Subpixel rendering
Subpixel rendering is a display technology that enhances the effective resolution of color screens, such as liquid crystal displays (LCDs), by treating the individual red, green, and blue (RGB) subpixels within each pixel as separate addressable elements rather than rendering the full pixel as a single unit.[1] This approach exploits the horizontal striping of RGB subpixels in most LCD panels to achieve up to three times the horizontal resolution for anti-aliasing, particularly beneficial for text rendering where it reduces jagged edges and improves sharpness without requiring higher native pixel counts.[2] Developed primarily to address the limitations of early digital displays, subpixel rendering emerged in the late 1990s as a response to the pixelation visible on low-resolution screens, building on prior anti-aliasing methods like grayscale shading but offering superior clarity for on-screen reading.[3]
The technique works by calculating luminance values for each subpixel independently, allowing for subpixel-level positioning and blending that simulates finer details; for instance, in a standard RGB-striped LCD, an 800x600 pixel display effectively provides 2400x600 subpixel elements horizontally.[1] Algorithms adjust the intensity of adjacent subpixels to create smooth transitions, such as in diagonal lines or curves, where the human eye perceives color mixing as intermediate grays or whites, thereby minimizing aliasing artifacts.[2] Key implementations include Microsoft's ClearType, announced in 1998 and integrated into Windows XP in 2001, which optimizes font rendering for LCDs by incorporating models of human vision and typography to boost readability significantly—Microsoft claimed up to 300% improvement in text clarity for small sizes.[1][4] Apple's Quartz rendering engine in macOS employs subpixel anti-aliasing for text, achieving similar gains, though reliance has decreased with higher-resolution Retina displays and was removed for non-Retina screens in macOS Mojave (2018).[5][6]
While subpixel rendering significantly improves text legibility on flat-panel displays—making on-screen content rival print quality—it is ineffective on cathode-ray tube (CRT) monitors due to their non-subpixel structure and can introduce color fringing on images with high spatial frequencies if not tuned properly.[3] Benefits are most pronounced in black-and-white text scenarios, where it enables precise control over kerning, bolding, and italicization, but applications to full-color graphics remain limited to avoid visible color artifacts.[2] Ongoing research as of 2025 continues to refine the method for emerging display technologies like OLED and micro-LED, adapting it to non-standard subpixel layouts such as PenTile or delta arrangements to maintain compatibility and performance.[7][8]
Fundamentals
Definition and Purpose
Subpixel rendering is a display technology that improves the sharpness of antialiased text and graphics on color matrix displays, such as liquid crystal displays (LCDs), by addressing the individual red, green, and blue (RGB) subpixels within each pixel as distinct units rather than treating the pixel as a single entity.[9][10] This approach exploits the typical horizontal striping of subpixels in LCD panels, effectively tripling the horizontal resolution for rendering purposes in the direction of the stripes.[9]
The primary purpose of subpixel rendering is to enhance text readability on lower-resolution screens by simulating greater pixel density without necessitating hardware upgrades, a critical advancement as digital displays proliferated in the late 1990s and early 2000s.[7] It addresses the limitations of early LCDs, which often displayed text with visible jagged edges due to their fixed pixel grids, thereby making on-screen content appear closer to the clarity of printed media.[11]
Compared to traditional full-pixel rendering, which illuminates entire pixels uniformly and can produce aliasing artifacts like stair-stepping in diagonal lines, subpixel rendering enables subpixel-level modulation to create smoother transitions.[7] This method leverages the human visual system's reduced spatial acuity for chromatic (color) details relative to achromatic (luminance) ones, allowing adjacent subpixels of different colors to blend into perceived grays or whites without prominent fringing at typical viewing distances.[11][7]
The need for subpixel rendering emerged historically with the widespread adoption of flat-panel LCDs in computing during the 1990s, replacing cathode ray tube (CRT) displays that inherently offered sharper text rendering through analog electron beam scanning without fixed subpixel structures.[12][11] Early LCDs, constrained by manufacturing costs and resolutions like 1024x768, exhibited inferior text clarity compared to CRTs, prompting innovations to optimize software rendering for these digital panels.[12]
Display Subpixel Arrangements
In liquid crystal displays (LCDs), the standard subpixel arrangement follows an RGB stripe layout, where each pixel consists of three adjacent subpixels—red, green, and blue—arranged horizontally in a repeating sequence.[13] These subpixels are typically one-third the width of the full pixel, allowing for precise color mixing when viewed from a distance.[2] This linear configuration is prevalent in most consumer LCD panels, enabling efficient manufacturing and uniform illumination via backlighting.[13]
Variations in subpixel arrangements exist to optimize for different display technologies and performance needs. In some organic light-emitting diode (OLED) and active-matrix OLED (AMOLED) displays, the PenTile matrix is employed, featuring an RGBG pattern with two green subpixels per pixel and shared red and blue subpixels across adjacent pixels to reduce manufacturing complexity and extend lifespan.[14] Niche configurations include delta arrangements, where red, green, and blue subpixels form triangular patterns within each unit pixel, often with greens aligned vertically and reds and blues alternating in zigzag rows to enhance aperture ratio and luminance.[15] Zigzag patterns, similar to delta variants, appear in specialized displays for improved color uniformity in curved or high-density applications.[15]
The orientation of these subpixel stripes significantly influences potential resolution gains in subpixel rendering techniques. Horizontal stripes, common in standard LCDs, triple the effective horizontal resolution by treating each subpixel as an independent element, while providing no vertical enhancement.[2] Vertical stripes, used in some rotated or specialized panels, reverse this effect, yielding vertical resolution multipliers at the expense of horizontal detail.[16] For text rendering, horizontal arrangements yield approximately a 1.5x perceived sharpness improvement due to the human eye's sensitivity to green subpixels.[16]
Early LCD technology evolved from monochrome displays using twisted nematic (TN) modes in the 1970s, which relied on single-color pixels without subpixel differentiation, to color implementations in the 1990s through the addition of RGB color filters on TFT substrates.[17] This transition enabled full-color subpixel structures, marking a shift from grayscale limitations to vibrant, high-resolution visuals in commercial products.[17]
Technical Characteristics
Rendering Process
Subpixel rendering enhances the apparent resolution of displayed content, particularly text, by addressing each color subpixel—red, green, and blue—as a separate rendering unit, effectively tripling the horizontal sampling rate on striped LCD panels. The process begins with the rasterization of vector outlines, such as glyph paths in fonts or graphic edges, at subpixel precision. This involves computing the coverage area of the shape over each individual subpixel, rather than per full pixel, to determine the fractional contribution of the foreground to that location. For instance, in horizontal RGB arrangements, the outline is shifted and sampled separately for R, G, and B positions within each pixel column, yielding independent alpha values that capture finer edge details.[18]
Antialiasing is achieved by modulating these coverages with the desired luminance, followed by application of an LCD-optimized filter to align outputs with the subpixel grid and reduce potential distortions. A key step is the horizontal filtering of raw coverages using a symmetric finite impulse response (FIR) kernel, often a five-tap design, to smooth transitions while preserving sharpness. The filtered subpixel intensity is computed as I_{sub} = \text{coverage} \times L, where L is the luminance level of the content (e.g., 1 for full foreground intensity), inherently modulated by the subpixel's color filter—R for red light emission, G for green, and B for blue. Gamma correction is then applied to linearize the values, ensuring accurate perceptual blending, as nonlinear sRGB encoding can otherwise exaggerate or diminish edge gradients. Finally, per-channel alpha blending combines these intensities with the background: I_{final} = I_{sub} + (1 - \alpha) \times I_{bg}, where \alpha is the filtered coverage.[18]
To illustrate for horizontal text edges, such as a vertical stem in a glyph, the process can be outlined in pseudocode assuming a simplified 1D horizontal scanline and unit subpixel width:
for each [pixel](/page/Pixel) column p:
for each subpixel offset o in {0 (R), 1/3 (G), 2/3 (B)}:
pos = 3 * p + o
coverage[o] = [clamp](/page/Clamp)(0, 1, (edge_x - pos) / (1/3)) // Linear coverage for edge at edge_x
// Apply 5-tap filter (example coefficients from [FreeType](/page/FreeType) default: a=8/256, b=77/256, c=86/256)
for each o:
filtered[o] = a * coverage[(o-2) mod 3] + b * coverage[(o-1) mod 3] +
c * coverage[o] + b * coverage[(o+1) mod 3] + a * coverage[(o+2) mod 3]
I_sub[o] = filtered[o] * L // L = foreground [luminance](/page/Luminance)
// Gamma correct and blend per channel
for each channel ch in {R, G, B}:
gamma_I[ch] = pow(I_sub[ch], 1/gamma) // gamma ≈ 2.2 for [sRGB](/page/SRGB)
final_drive[ch] = gamma_I[ch] * text_color[ch] + (1 - gamma_I[ch]) * bg_color[ch]
for each [pixel](/page/Pixel) column p:
for each subpixel offset o in {0 (R), 1/3 (G), 2/3 (B)}:
pos = 3 * p + o
coverage[o] = [clamp](/page/Clamp)(0, 1, (edge_x - pos) / (1/3)) // Linear coverage for edge at edge_x
// Apply 5-tap filter (example coefficients from [FreeType](/page/FreeType) default: a=8/256, b=77/256, c=86/256)
for each o:
filtered[o] = a * coverage[(o-2) mod 3] + b * coverage[(o-1) mod 3] +
c * coverage[o] + b * coverage[(o+1) mod 3] + a * coverage[(o+2) mod 3]
I_sub[o] = filtered[o] * L // L = foreground [luminance](/page/Luminance)
// Gamma correct and blend per channel
for each channel ch in {R, G, B}:
gamma_I[ch] = pow(I_sub[ch], 1/gamma) // gamma ≈ 2.2 for [sRGB](/page/SRGB)
final_drive[ch] = gamma_I[ch] * text_color[ch] + (1 - gamma_I[ch]) * bg_color[ch]
This example demonstrates coverage sampling for a straight edge, with filtering wrapped across subpixels for continuity.[18]
Font hinting integrates into this workflow during outline preprocessing, where instructions from formats like TrueType adjust control points to the subpixel grid, ensuring stems align optimally across R, G, and B positions for consistent thickness and spacing. This step occurs before coverage computation, adapting traditional pixel-grid snapping to the finer resolution without altering the core rasterization.[18]
Compared to standard alpha blending, which computes a single coverage per pixel and blends in a unified color space, subpixel rendering demands roughly three times the horizontal computations for sampling and filtering, increasing CPU or GPU load during real-time rendering. However, this overhead enables superior edge acuity, with efficiencies achievable via vectorized operations or hardware support in modern graphics pipelines.[18]
Visual Artifacts and Mitigation
Subpixel rendering enhances horizontal resolution by treating individual color subpixels as distinct units, but this introduces several visual artifacts. Color fringing occurs when the chromatic sampling of edges misaligns with the eye's perception, often manifesting as red or blue halos around black text on light backgrounds due to the RGB subpixel layout.[19] Shimmer artifacts appear during motion, where temporal aliasing causes flickering or sparkling at high-contrast edges, exacerbated by the subpixel grid's periodicity.[20] Additionally, vertical sharpness remains comparable to grayscale antialiasing, as subpixel techniques primarily boost horizontal detail, leading to relatively softer vertical edges in rendered text.[2]
To mitigate these issues, subpixel-aware font hinting adjusts glyph outlines to align with the subpixel grid, reducing misalignment and fringing by snapping control points to subpixel boundaries during rasterization.[21] Diffusion filters blend adjacent subpixel channels to suppress color artifacts while preserving luminance resolution; a common approach uses a symmetric mean-preserving filter applied horizontally. For instance, a five-tap filter with coefficients [a, b, c, b, a] weights adjacent subpixels, where the constraint $2a + 2b + c = 1 ensures mean preservation, and optimal values like a = -0.1, b = 0.2, c = 0.8 minimize perceptible fringing as measured by the S-CIELAB metric.[19]
I_{\text{out}} = a \cdot I[n-2] + b \cdot I[n-1] + c \cdot I + b \cdot I[n+1] + a \cdot I[n+2]
User-configurable toggles allow disabling subpixel rendering entirely, reverting to grayscale antialiasing to eliminate fringing and shimmer at the cost of reduced horizontal clarity; this is accessible via display settings in operating systems like Windows.[22]
These mitigations involve trade-offs: subpixel rendering improves horizontal text clarity and perceived legibility, with studies showing preferences for filtered versions over unfiltered high-resolution rendering, but it can induce eye strain from residual color artifacts compared to tuned grayscale methods.[19] Perceptual evaluations indicate mixed impacts on comfort, with no significant gains in reading speed over optimized grayscale, though subjective preferences favor subpixel for sharpness in low-DPI scenarios.[23] On high-DPI displays, where subpixel separation falls below visual acuity thresholds, these artifacts and benefits diminish, often rendering subpixel techniques unnecessary as native resolution suffices for crisp rendering.[24]
Historical Development
Early Innovations
The origins of subpixel rendering trace back to the late 1970s with the Apple II personal computer, where designer Steve Wozniak incorporated an innovative graphics system to enhance display resolution. In the high-resolution mode (280×192 pixels), the system exploited the NTSC color subcarrier signal through artifact color effects, effectively treating alternating green and purple components as subpixels to double the horizontal resolution and produce smoother text and lines on low-resolution displays. This technique was detailed in Wozniak's 1977 patent (issued 1979), which described generating color and high-resolution graphics by modulating the video signal to create subpixel-level detail without additional hardware.[25][26]
By the mid-1980s, the adoption of RGB monitors expanded opportunities to leverage subpixel structures directly for sharper rendering. Apple's 1984 release of the AppleColor Monitor 100, an RGB display compatible with the Apple IIe, provided a sharper monochrome display for the hi-res mode in color-capable environments, free from the color artifacts of composite video, though without exploiting subpixel structures. The 1987 introduction of the Macintosh II with the AppleColor High-Resolution RGB Monitor further emphasized the growing need for precise text rendering on color displays, as the transition from monochrome CRTs to color systems highlighted limitations in pixel-level sharpness for readability.[27][28]
The 1990s marked a pivotal shift driven by the rise of LCD technology, prompting dedicated research into subpixel exploitation for flat-panel displays. In 1992, Candice H. Brown Elliott initiated studies at Planar Systems on subpixel rendering algorithms and alternative pixel layouts, such as the PenTile matrix, to boost effective resolution on RGB-striped LCDs by addressing the fixed subpixel grid. Concurrently, Microsoft began developing per-channel antialiasing techniques, filing key patents in 1998 for methods that rendered text by independently modulating red, green, and blue subpixels to mitigate aliasing and enhance horizontal sharpness on LCD screens. Early experiments in Unix/X11 environments during this decade adapted antialiasing filters to emerging LCD hardware, though adoption was limited by the nascent state of portable computing.[29][30][1]
These innovations faced significant hurdles, including hardware variability across displays—such as differing subpixel orders (RGB versus BGR) and stripe orientations—and a lack of standardization in rendering pipelines, which led to inconsistent color fringing and resolution gains. Without uniform protocols for subpixel detection or gamma correction, implementations often required device-specific tuning, delaying widespread viability until LCD dominance in the early 2000s.[31]
Mainstream Adoption
Subpixel rendering achieved mainstream adoption in the early 2000s as liquid crystal displays (LCDs) became dominant in laptops and mobile devices, necessitating techniques to enhance text legibility on lower-resolution screens. Microsoft integrated ClearType into Windows XP upon its release in 2001, initially as an optional feature that was promoted more aggressively in 2003 to improve on-screen readability. Apple incorporated subpixel rendering via its Quartz 2D graphics engine starting with Mac OS X 10.2 Jaguar in 2002, enabling sharper text rendering across the platform. By 2010, major web browsers including Internet Explorer, Firefox, and Chrome provided widespread support for subpixel rendering, leveraging operating system APIs to deliver consistent text quality on LCD-based systems.
The primary drivers of this adoption included the rapid shift to LCD panels in portable computing, which offered fixed subpixel layouts ideal for such optimizations, and empirical evidence from user studies showing significant readability gains—participants rated subpixel-rendered text higher and demonstrated improved accuracy and speed in tasks like lexical decision-making and sentence comprehension. Microsoft's ClearType patents, which had restricted third-party implementations, expired worldwide in August 2019, facilitating broader open-source and cross-platform adoption without legal barriers.
On a global scale, subpixel rendering influenced key standards for document and web content, with PDF viewers like Adobe Acrobat supporting it for enhanced text sharpness in digital publications and web browsers applying it to font rendering in HTML/CSS, promoting uniform legibility across devices. The advent of high-DPI displays, exemplified by Apple's Retina technology introduced in 2012, diminished reliance on subpixel methods for premium screens by providing native pixel density sufficient for print-like clarity without color fringing.
As of 2025, subpixel rendering has declined in OLED displays due to non-standard subpixel arrangements like RGWB or diamond PenTile layouts, which introduce visible fringing and require specialized adaptations rather than traditional RGB striping. However, it remains persistent in budget LCD monitors and embedded systems, where cost constraints limit resolutions and subpixel techniques continue to boost effective sharpness in applications like small-format terminals and industrial interfaces.
Key Implementations
Microsoft ClearType
Microsoft ClearType is a proprietary subpixel rendering technology developed by Microsoft Research, first announced in November 1998 at the COMDEX exhibition as a breakthrough for improving text readability on LCD displays.[32] It was initially implemented in January 2000 as an always-on feature in Microsoft Reader, an e-book application, and became available in Windows XP upon its 2001 release, though disabled by default until enabled via the ClearType Text Tuner.[33] The technology leverages the RGB subpixel structure of LCDs to enhance horizontal resolution by up to 300% without requiring hardware changes, primarily through a patented filtering algorithm that addresses individual color channels to reduce jagged edges while minimizing color fringing.[32]
The core algorithm, covered by U.S. Patent 6,219,025 and others, employs displaced filtering optimized for human vision, separating red, green, and blue channels for independent antialiasing before recombining them. It includes modes such as Natural Symmetric, which balances resolution and smoothness by applying symmetric filters to avoid directional bias, and uses a 6×5 filtering technique for subpixel-level processing.[33] To align font stems with LCD grids, ClearType employs a virtual 16×1 oversampled grid in the horizontal direction during hinting, where instructions like SCVTCI reduce control value table cut-ins to 1/16th for precise subpixel positioning, ensuring even stem weights without fractional pixel distortions.[33] This alignment minimizes perceptual errors.
ClearType evolved significantly across Windows versions, with Windows Vista (2007) making it the default via the DirectWrite rendering engine for improved performance and integration.[33] Subsequent releases—Windows 7 (2009), 10 (2015), and 11 (2021)—refined it with better support for bidirectional text and non-Latin scripts through enhanced Uniscribe integration, allowing subpixel rendering for complex layouts in languages like Arabic and Hindi.[34] Key patents, including those for color filtering (e.g., US6219025), lapsed worldwide in August 2019, permitting broader adoption in open-source projects without licensing restrictions.[35]
The technology notably boosted e-reader readability, with studies showing improvements in reading performance compared to grayscale antialiasing due to sharper text perception on low-resolution screens.[23] Users can customize parameters like gamma, contrast, and pixel structure via registry tweaks under HKEY_CURRENT_USER\Software\Microsoft\Avalon.Graphics, enabling fine-tuning beyond the Text Tuner's five-step calibration for evenness, color balance, and boldness to suit individual displays and vision preferences.[36]
Apple and Adobe Variants
Apple's subpixel rendering technology, integrated into the Quartz graphics layer, was introduced with Mac OS X 10.0 in 2001 to enhance text clarity on LCD displays by leveraging the red, green, and blue subpixels for finer horizontal resolution.[37] This approach, part of Apple's font smoothing system, prioritizes natural glyph scaling and anti-aliasing to produce smooth text without aggressive pixel snapping, differing from more rigid alignment methods. Subpixel rendering was removed system-wide starting with macOS Mojave in 2018 in favor of grayscale anti-aliasing, particularly as high pixel densities on Retina displays reduced the overall reliance on it; however, this change has led to complaints about blurrier text on non-Retina external monitors.[6] In iOS, subpixel rendering was notably absent even on early non-Retina devices to avoid artifacts from device rotation, which alters subpixel order; instead, Apple emphasized grayscale smoothing for consistent text scaling across orientations.[38]
Adobe developed CoolType in the early 2000s as a cross-platform subpixel rendering engine, primarily for Flash Player, to deliver sharp web text using embedded fonts with advanced hinting instructions that adjust glyphs to subpixel grids.[39] Unlike screen-optimized approaches, CoolType focused on maintaining color fidelity and balance to approximate print-quality rendering on displays, ensuring documents viewed in Adobe applications appeared consistent whether on screen or output to paper. This integration extended to the Creative Suite, where CoolType powered font rendering in tools like Acrobat and Illustrator, allowing designers to preview subpixel effects during layout without OS dependencies. Adobe licensed CoolType as a foundational component for partner technologies, enabling broader adoption in PDF engines and creative workflows.[39]
Both Apple's Quartz and Adobe's CoolType implementations share challenges in handling vertical subpixels for rotated text, often defaulting to grayscale anti-aliasing to prevent color fringing when displays are oriented non-horizontally, as full vertical subpixel support requires precise knowledge of subpixel layout post-rotation.[40] In 2025, Apple updated its rendering pipeline for mixed AR/VR environments in visionOS on the Vision Pro headset, incorporating the M5 chip to render 10% more pixels on micro-OLED displays with up to 120Hz refresh rates, enhancing text smoothness in spatial computing without relying on traditional subpixel methods due to the ultra-high pixel density.[41] Apple's approach remains closed-source, protected by patents such as US11227558B1 for subpixel layout compensation to mitigate color artifacts, while Adobe's CoolType is more openly integrated into licensed Creative Suite tools for professional design consistency.[42]
Open-Source Solutions
The FreeType library, a widely used open-source font rendering engine, has supported subpixel rendering since version 2.1.10 in 2006, enabling LCD filtering modes such as RGB and BGR layouts to enhance text clarity on color displays.[18] This feature is configurable through the FT_LOAD_TARGET_LCD flag in functions like FT_Load_Glyph and FT_Render_Glyph, which activates subpixel antialiasing by rendering glyphs in FT_RENDER_MODE_LCD or FT_RENDER_MODE_LCD_V, effectively tripling horizontal resolution by treating each color channel as a separate subpixel.[18] FreeType provides two primary modes: ClearType-style rendering, which shifts glyph outlines to align with subpixel boundaries and applies a low-pass filter to mitigate color fringes, and Harmony LCD rendering, which adjusts coverage maps for arbitrary subpixel geometries without requiring color filtering.[18]
FreeType's subpixel rendering integrates seamlessly into various open-source ecosystems, powering text display in Linux desktop environments like GNOME and KDE through libraries such as Cairo and Pango, which handle layout and rendering pipelines.[43] In Android, FreeType serves as the core font rasterizer for system UI and applications, supporting subpixel modes on mobile LCDs. For web and cross-platform text shaping, it pairs with HarfBuzz, an open-source engine that processes complex scripts and delegates rasterization to FreeType, enabling subpixel antialiasing in browsers like Chromium on Linux.[44] To reduce artifacts from subpixel separation, FreeType applies a convolution filter to the rendered bitmap; for ClearType-style mode, this uses a 5-tap finite impulse response (FIR) low-pass filter with symmetrical weights w = [a, b, c, b, a], where the default coefficients are a = \frac{8}{256}, b = \frac{77}{256}, c = \frac{86}{256}, normalized such that $2a + 2b + c = 1 to preserve brightness while blending channels.[18]
\text{Filtered value at subpixel } i = \sum_{k=-2}^{2} w_k \cdot \text{coverage}_{i+k}
This equation convolves the subpixel coverage map with the filter kernel w, applied separately to red, green, and blue channels before compositing.[18] A lighter variant uses weights [0, \frac{85}{256}, \frac{86}{256}, \frac{85}{256}, 0] for sharper output with more potential fringing.[18]
One key advantage of FreeType's implementation is its patent-free status following the expiration of Microsoft ClearType color filtering patents in August 2019, allowing unrestricted use of advanced filtering without legal constraints.[35] The open-source nature facilitates community-driven customizations, such as adjusting the LCD geometry via FT_Library_SetLcdGeometry to support non-standard subpixel layouts like PenTile RGBW, common in OLED mobile displays, by defining offsets like \left( -\frac{1}{3}, 0 \right), (0, 0), \left( \frac{1}{3}, 0 \right) for RGB equivalents.[18]
As of 2025, FreeType continues to evolve, with version 2.13.3 and later incorporating enhancements for variable fonts through OpenType Font Variations support since version 2.8, allowing dynamic interpolation of font axes like weight and width during subpixel rendering.[45] These updates address parsing efficiencies for TrueType GX structures, improving performance on high-density displays, though challenges persist in optimizing for high-refresh-rate panels (e.g., 120Hz+), where rendering latency can affect smoothness; community patches and compiler optimizations mitigate this by leveraging SIMD instructions for faster convolution.[45] Ongoing developments focus on balancing quality and speed for emerging display technologies.[46]