Display Systems
Will Steptoe
(Based on slides by Anthony Steed)
Display Systems Will Steptoe (Based on slides by Anthony Steed) - - PowerPoint PPT Presentation
Display Systems Will Steptoe (Based on slides by Anthony Steed) Overview Critiques of Display Technologies Colour Gamut Brightness & Contrast Frame Rate Depth Cues Virtualisation Cameras Human-Perceptible
(Based on slides by Anthony Steed)
International Commission on Illumination (CIE) Chromaticity Diagram (1931)
proportion of the electromagnetic spectrum
Illumination (CIE) Chromaticity Diagram (1931). Describes ‘average’ properties of human eye.
(single-wavelength, nm) light
colour gamut is reproduced by typical computer displays.
different gamuts: type (printer, projector, HDR display...), manufacturer, model.
describes colours outside the sRGB gamut, so depending on the display calibration, they may not be displayed properly!
CRT Phosphor Spectrogram
displays
colour: red, blue, green (RGB)
subtractive as used by artists
secondary colours of subtractive and vice versa.
Additive (displays) Subtractive (paint)
First implementation of stereoscopy in 1840 by presenting two slightly different images to each eye 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 different points in scene. – 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]
Virtual Space Virtual Image Virtual Environment Level of virtualization Definition Cues Pen & Paper + Perspective… ?? Technology 3D objects inscribed on a flat sheet Perception of
depth Objects slaved motion parallax
ALL PSYCHOLOGICAL CUES:
Linear persp., Shading, Shadows, Aerial persp., Occlusion, Texture cues
PHYSIOLOGICAL CUES
Stereoscopic disparity, Accomodation* Convergence* All cues consistent with
“Stereoscope” 1830s Charles Wheatstone Stereo screens… Cave, HMDs… ~1980s - ‘90s
Stereo window Left Eye Right Eye
L2 R2
Image plane
R1 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 behind the stereo window.
Negative horizontal parallax: Points will be virtual points in front of the stereo window.
Left Eye Right Eye
L2 R2 L1 R1 In front of stereo window Behind stereo window P2 P1 1
Adapted from [Slater, Steed, Chrysanthou]
– Right eye sees Right image, – Left eye sees left image – Requires focus beyond the images
– Right eye sees left image – Left eye sees right image – Requires crossing eyes
will reverse the sense of depth.
Left Eye Right Eye
L2 R2 L1 R1 In front of stereo window Behind stereo window P1
Parallel set up Crossed set up
Adapted from [Slater, Steed, Chrysanthou]
L &R images should be same (except as caused by the horizontal parallax) Especially 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 & accommodation To provide maximum 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]
VR Systems UK