Tutorials to get you started and improve your design skills. See also Recommended FPGA sites. FPGA Graphics Learn graphics at the hardware level and improve your FPGA design skills. Beginning FPGA Graphics - video signals and basic graphics Racing the Beam - simple demo effects with minimal logic FPGA Pong - recreate the classic arcade on an FPGA Display Signals - revisit display signals and meet colour palettes Hardware Sprites - fast, colourful graphics for games Framebuffers - bitmap graph...| Project F
Welcome back to Exploring FPGA Graphics. Last time, we played Pong against our FPGA; this time, we revisit displays signals and learn about palettes and indexed colour.| Project F
Welcome back to Exploring FPGA Graphics. Last time, we got an introduction to FPGA graphics; let’s put our new graphical skills to work with some simple demo effects. I hope these examples inspire you to create your own effects and improve your hardware design skills.| Project F
Welcome back to Exploring FPGA Graphics. In the final part of our introductory graphics series, we’re looking at animation. We’ve already seen animation with hardware sprites, but double buffering gives us maximum creative freedom with fast, tear-free motion.| Project F
It can be challenging to test your FPGA or ASIC graphics designs. You can perform low-level behavioural simulations and examine waveforms, but you also need to verify how the video output will appear on the screen. By combining Verilator and SDL, you can build Verilog simulations that let you see your design on your computer.| Project F
Welcome back to Exploring FPGA Graphics. In 2D Shapes, we build on what we learned from Lines and Triangles in two ways: drawing new shapes and learning to colour them in. We’ll start with rectangles and filled triangles before moving on to circles. These basic shapes make it possible to create a wide variety of graphics and user interfaces.| Project F
Welcome back to Exploring FPGA Graphics. It’s time to turn our attention to drawing. Most modern computer graphics come down to drawing triangles and colouring them in. So, it seems fitting to begin our drawing tour with triangles and the straight lines that form them. This post will implement Bresenham’s line algorithm in Verilog and create lines, triangles, and even a cube (our first sort-of 3D).| Project F
Welcome back to Exploring FPGA Graphics. In the previous part, we worked with sprites, but another approach is needed as graphics become more complex. Instead of drawing directly to the screen, we draw to a bitmap, which is read out to the screen. This post provides an introduction to framebuffers and how to scale them up. We’ll also learn how to fizzlefade graphics Wolfenstein 3D style.| Project F
Welcome back to Exploring FPGA Graphics. In the previous part, we updated our display signals and learnt about colour palettes. This part shows you how to create fast, colourful graphics with minimal logic. Hardware sprites maintain much of the simplicity of our Pong design while offering greater creative freedom.| Project F
Welcome back to Exploring FPGA Graphics. Last time, we raced the beam; this time, we’ll recreate the arcade classic, Pong and play against our FPGA.| Project F
To work with standard monitors and TVs, you need to use the correct video timings. This how to includes the timings for five standard display modes using analogue VGA, DVI, HDMI, or DisplayPort: 640x480 (VGA), 800x600 (SVGA), 1280x720, and 1920x1080 (30 Hz and 60 Hz).| Project F