10/21/2008 1
Display Systems
Anthony Steed Anthony Steed
Overview
- Critiques of Display Technologies
– Colour Gamut – Brightness & Contrast Frame Rate – Frame Rate
- Depth Cues
– Virtualisation – Cameras
CIE Chromaticity Diagram, source wikipedia
10/21/2008 Display Systems Anthony Steed Anthony Steed Overview - - PDF document
10/21/2008 Display Systems Anthony Steed Anthony Steed Overview Critiques of Display Technologies Colour Gamut Brightness & Contrast Frame Rate Frame Rate Depth Cues Virtualisation Cameras CIE
CIE Chromaticity Diagram, source wikipedia
CRT Phosphor Spectrogram, source wikipedia
– Film at 24Hz/96Hz – PAL TV at 50Hz – NTSC TV at 59.97Hz
– CRTS have typically matched TV – Standard LCD panels up to 75Hz – Newer panels up to 120Hz (double NTSC/HDTV)
– CRT 120Hz – DLP only recently matching this
Keystone View Company - Ruins of the Granite Temple, the Sphinx and the Great Pyramid (Oliver Wendell Holmes Stereoscopic Research Library)
30cm 6.5cm Left eye Right eye Binocular percept
Adapted from [Purves & Lotto]
– Focal length of eyes adjust to focus at
Change thickness of lens: relax or tense – Change thickness of lens: relax or tense ciliary muscles.
– Rotation of eyes inwards: view near
– Rotation of eyes outwards (~parallel): view far objects – Powerful cue
Adapted from [Slater, Steed, Chrysanthou]
http://www.eleves.ens.fr:8080/home/massimin/Images/teapot.gif
Virtual Space Level of virtualization Defn Cues Pen & Paper + Perspective… ?? Technology 3D obj. inscribed on a flat sheet
ALL PSYCHOLOGICAL CUES:
Linear persp., Shading, Shadows, Aerial persp., Occlusion,
Virtual Image Virtual Environment
motion parallax…
, Texture cues
PHYSIOLOGICAL CUES
Stereoscopic disparity, Accomodation* Convergence* All cues consistent with
“Stereoscope” 1830s Charles Wheatstone Stereo screens… Cave, HMDs… ~1980s - ‘90s
Left Eye
scene to each eye at the ~same time If t t t i t b i
Image plane
R1
Stereo window Right Eye
L2 R2
in front of screen: (virtual point P1) use L1, R1
behind screen: (P2) use L2, R2
same point in image space
L1 Near side of image plane Far side of image plane P2 P1 Adapted from [Slater, Steed, Chrysanthou]
Positive horizontal parallax: Points will be virtual points
Left Eye
L2 2 R1 P2 P1 0.0
behind the stereo window.
Negative horizontal parallax: Points will be virtual points in front of the stereo window.
Right Eye
R2 L1 In front of stereo window Behind stereo window +ve Adapted from [Slater, Steed, Chrysanthou]
– Right eye sees Right image, – Left eye sees left image – Requires focus beyond the images
Left Eye
L2 2 R1 P1
Parallel Crosse d set up images
– Right eye sees left image – Left eye sees right image – Requires crossing eyes
will reverse the sense of depth.
Right Eye
R2 L1 In front of stereo window Behind stereo window
set up
Adapted from [Slater, Steed, Chrysanthou]
L &R images should be same (except as caused by the horizontal parallax) Esp.colour & brightness same for homologous points
(If>0, uncomfortable to fuse images)
Wide parallax: good depth, but too wide leads to discomfort. Parallax should be less <= IPD Closer the homologous points…less disparity between convergence & accomodation To provide max. depth but lowest parallax: Place principal objects so that ~½ parallax values are +ve, ½ -ve
Z Y (out of screen) X Straight forward to show that:
Adapted from [Cruz-Neira et al]
y g ( )
VR Systems UK VR Systems UK