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3/23/2005 © Dr. Zachary Wartell 1 Eyes and Displays: 2D Images ITCS 6125/8125 Virtual Environments © Dr. Zachary Wartell UNC Charlotte 2011 Contributors: Bill Ribarsky, Larry F. Hodges, Ben Watson, Drew Kessler
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Page 1: 3/23/2005 © Dr. Zachary Wartell 1 Eyes and Displays: 2D Images ITCS 6125/8125 Virtual Environments © Dr. Zachary Wartell UNC Charlotte 2011 Contributors:

3/23/2005© Dr. Zachary Wartell 1

Eyes and Displays: 2D Images

ITCS 6125/8125 Virtual Environments

© Dr. Zachary WartellUNC Charlotte 2011

Contributors: Bill Ribarsky, Larry F. Hodges, Ben Watson, Drew Kessler

Page 2: 3/23/2005 © Dr. Zachary Wartell 1 Eyes and Displays: 2D Images ITCS 6125/8125 Virtual Environments © Dr. Zachary Wartell UNC Charlotte 2011 Contributors:

3/23/2005© Dr. Zachary Wartell 2

Light

© Kessler , Watson, Hodges, Ribarsky

• Vision is perception of electromagnetic energy (EM radiation).

• Humans can only perceive a very small portion of the EM spectrum:

Wavelength (nm)

Gamma X UV Infra Radar FM TV AM AC

Violet Blue Green Yellow Red 400 500 600 700

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3/23/2005© Dr. Zachary Wartell 3

Radiant-EnergyEmission Spectrum

Wavelength

Ene

rgy

or P

ower

,

Energy [ joules]:

, ( :Plank's Constant)

Power[Watts=J/s] :

, radiant flux, radiant power

photon f

fall photons

sourcef all photons

E h f h

E h f

E h f

dE

dt

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3/23/2005© Dr. Zachary Wartell 4

Light in real world

medium

emission spectrum

reflection spectrum

phototopic curve(eye sensitivity)

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3/23/2005© Dr. Zachary Wartell 5

Light in graphics

medium

emission spectrum

reflection spectrum

Display

RGB

RGB

RGB

RGBRGB

RGBpixels

space “outside”display typically

not computationallymodeled

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3/23/2005© Dr. Zachary Wartell 6

Light interactions

Light interacts with a surface in some combination of:

• emission• reflection

– on surface : mirror, specular or diffuse– suspended particles: random scattering

• transmission– transparent, translucent, refraction

• absorption

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3/23/2005 7

ciliary muscle

Eye Structure• The eye can be viewed as a dynamic, biological camera: it

has a lens, a focal length, and an equivalent of film.

• A simple diagram of the eye's structure:

retina

lens

cornea

suspensory ligments

iris

pupil

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3/23/2005© Dr. Zachary Wartell 8

Lens Basics: Light Refraction

• Snell’s Law

• η index of refraction – light speed in vacuum light speed in material– complications: varies with material temperature, light

wavelength, anisotropic materials, double refraction

NL

T

Rθiθi

θr

reflected

refracted

ηiηr

sin sinir i

r

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Thin Lens Equation

:object distance1 1 1

:image distance

:focal distance

o

so i f

f

ff

o i

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Thin Lens Equation

• If the incident light comes from the object, we say it is a real object, and define the distance from the lens to it as positive. Otherwise, it is virtual and the distance is negative.

• If the emergent light goes toward the image, we say it is a real image, and define the distance from the lens to it as positive.

• f = positive for a converging lens• f often cited in measured in diopters (1/m)• A light ray through the center of the lens is undeflected.

, Dr. Larry Hodges

ff

o i

ff

o i

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3/23/2005© Dr. Zachary Wartell 11

Eye: The Lens

• The lens must focus (accommodation) on directly on the retina for perfect vision:

• But age, genetic factors, malnutrition and disease can unfocus the eye, leading to near- and farsightedness:

Farsighted

Nearsighted

© Kessler , Watson, Hodges, Ribarsky, Wartell

Normal

Normal

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Eye: The Retina

• The retina functions as the eye's "film".

• It is covered with cells sensitive to light. These cells turn the light into electrochemical impulses that are sent to the brain.

• There are two types of cells, rods and cones

Retina

© Kessler , Watson, Hodges, Ribarsky

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The Retina: Cell Distribution

© Kessler , Watson, Hodges, Ribarsky

20,000

100,000

60,000

180,000

140,000

cones

rods

Blind spot

Num

bers

of r

ods

or c

ones

pe

r m

m2

Temporal periphery

Fov

ea

Opt

ic d

isk

Nasal

periphery

(Right Eye)

20,000

100,000

60,000

180,000

140,000

cones

rods

Blind spot

Num

bers

of r

ods

or c

ones

pe

r m

m2

Temporal periphery

Fov

ea

Opt

ic d

isk

Nasal

periphery

(Right Eye)“Blind Spot Trick”

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The Retina: Rods

© Kessler , Watson, Hodges, Ribarsky

• Sensitive to most visible frequencies (brightness).

• About 120 million in eye.

• Most located outside of fovea, or center of retina.

• Used in low light (theaters, night) environments, result in achromatic (b&w) vision.

• Absorption function:

400 700nm

500n

m

Rod

555n

m

Cone

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The Retina: Cones

© Kessler , Watson, Hodges, Ribarsky

• R cones are sensitive to long wavelengths (nm), G to middle nm, and B to short nm.

• R: 64%, 32% G, 2% B• About 8 million in eye.• Highly concentrated in fovea, with B cones more evenly

distributed than the others (hence less in fovea).• Used for high detail color vision (CRTs!), so they will

concern us most.

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The Retina: Cones

© Kessler , Watson, Hodges, Ribarsky

• The absorption functions of the cones are:

400 700

B G R445 nm 535 nm

575 nm

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Colorimetry: Measuring Color

• Colorimeter: adjust primaries so that:

R[R]

G[G]

B[B]

eye

C[C]

white screen

black partition

view holewith surround

“C[C] = R[R] + B[B] + G[G]”

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Negative tristimulus values

• very pure target color may be unmatchable

C[C] ≠ R[R]+ G[G]+ B[B] for any (R,G,B)

• all we can do is de-saturate the target color C[C] + R[R] = G[G]+ B[B]

• this could be formulated as negative coordinates C[C] = -R[R] + G[G]+ B[B]

• No set of real primaries will allow for positive coordinates to match all real colors!

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An Early Experiment (1931)

• Primaries: [R]=700nm, [G] = 546.1, [B] = 435.8• Determine tristimulus values (R,G,B) for set of target

stimulus {[Ci]} where [Ci] is a single spectral color (i.e. SPD contains 1 wavelength)

• Use (R,G,B)λ to definedistribution curves

, ,r g b 435.8 546.1 700

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Vision: Metamers

© Kessler , Watson, Hodges, Ribarsky,Wartell

• Because all colors are represented to the brain as ratios of three signals it is possible for different frequency combinations to appear as the same color. These combinations are called metamers.

This is why RGB color works!• Example – [Goldstein,pg143]

mix 620nm red light with 530nm green light matches color percept of 580 nm yellow

BG

R

1.05.0 8.0

BG

R

1.05.0 8.0

530 + 620 580

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Color Constancy

© Kessler , Watson, Hodges, Ribarsky

• If color is just light of a certain wavelength, why does a yellow object always look yellow under different lighting (e.g. interior/exterior)?

• This is the phenomenon of color constancy.• Colors are constant under different lighting

because the brain responds to ratios between the R, G and B cones, and not magnitudes.

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Sensitivity vs Acuity

© Kessler , Watson, Hodges, Ribarsky

• Sensitivity is a measure of the dimmest light the eye can detect.

• Acuity is a measure of the smallest object the eye can see.

• These two capabilities are in competition.

– In the fovea, cones are closely packed. Acuity is at its highest, sensitivity is at its lowest (30 cycles per degree).

– Outside the fovea, acuity decreases rapidly. Sensitivity increases correspondingly.

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Field of View

Approximate:

• 120 degrees vertical• 150 degrees horizontal (one eye)• 200 degrees horizontal (both eyes)

3/23/2005© Dr. Zachary Wartell 24

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Displays: Pixel

• Pixel - The most basic addressable element in a image or on a display

– CRT - Color triad (RGB phosphor dots)– LCD - Single color element

• Resolution - measure of number of pixels on a image (m by n)

– m - Horizontal image resolution– n - Vertical image resolution

©Larry F. Hodges, Zachary Wartell

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Other meanings of resolution

• Dot Pitch [Display] - Size of a display pixel, distance from center to center of individual pixels on display

• Cycles per degree [Display] - Addressable elements (pixels) divided by twice the FOV measured in degrees.

• Cycles per degree [Eye] - The human eye can resolve 30 cycles per degree (20/20 Snellen acuity).

©Larry F. Hodges, Zachary Wartell

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Raster – Bit Depth

• A raster image may be thought of as computer memory organized as a two-dimensional array with each (x,y) addressable location corresponding to one pixel.

• Bit Planes or Bit Depth is the number of bits corresponding to each pixel.

• A typical framebuffer resolution might be

1280 x 1024 x 8

1280 x 1024 x 24

1600 x 1200 x 24

©Larry F. Hodges, Zachary Wartell

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Displaying Color

• There are no commercially available small pixel technologies that can individually change color.

• spatial integration – place “mini”-pixels of a few fixed colors very close together. The eye & brain spatially integrate the “mini”-pixel cluster into a perception of a pixel of arbitrary color

• temporal integration - field sequential color uses red, blue and green liquid crystal shutters to change color in front of a monochrome light source. The eye & brain temporally integrate the result into a perception of pixels of arbitrary color

©Larry F. Hodges, Zachary Wartell

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CRT Display

©Larry F. Hodges, Zachary Wartell

Focusing System

Electron Guns

Red Input

GreenInput

Blue Input

Deflection Yoke

Shadow Mask

Red, Blue, and Green

Phosphor Dots

CRT

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Electron Gun

•Contains a filament that, when heated, emits a stream of electrons.

•Electrons are focused with an electromagnet into a sharp beam and directed to a specific point of the face of the picture tube.

•The front surface of the picture tube is coated with small phosphor dots.

•When the beam hits a phosphor dot it glows with a brightness proportional to the strength of the beam and how often it is excited by the beam.

©Larry F. Hodges, Zachary Wartell

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•Red, Green and Blue electron guns.

•Screen coated with phosphor triads.

•Each triad is composed of a red, blue and green phosphor dot.

•Typically 2.3 to 2.5 triads per pixel.

FLUORESCENCE - Light emitted while the phosphor is being struck by electrons.

PHOSPHORESCENCE - Light given off once the electron beam is removed.

PERSISTENCE - Is the time from the removal of excitation to the moment when phosphorescence has decayed to 10% of the initial light output.

Color CRT

©Larry F. Hodges, Zachary Wartell

G R B G

B G R B

G R B G

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3/23/2005© Dr. Zachary Wartell 32©Larry F. Hodges, Zachary Wartell

•Shadow mask has one small hole for each phosphor triad.

•Holes are precisely aligned with respect to both the triads and the electron guns, so that each dot is exposed to electrons from only one gun.

•The number of electrons in each beam controls the amount of red, blue and green light generated by the triad.

Shadow Mask

SHADOW MASK

RedGreen

Blue

Convergence Point

Phosphor Dot Screen

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CRITICAL FUSION FREQUENCY

•Typically 60-85 times per second for raster displays.

•Varies with intensity, individuals, phosphor persistence, room lighting.

Frame: The image to be scanned out on the CRT.

•Some minimum number of frames must be displayed each second to eliminate flicker in the image.

Scanning An Image

©Larry F. Hodges, Zachary Wartell

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•Display frame rate 30 times per second

•To reduce flicker at lesser bandwidths (Bits/sec.), divide frame into two fields—one consisting of the even scan lines and the other of the odd scan lines.

•Even and odd fields are scanned out alternately to produce an interlaced image.

•non-interlaced also called “progressive”

©Larry F. Hodges, Zachary Wartell

Time

Interlaced Scanning

1/30 SEC

1/60 SEC

FIELD 1 FIELD 2

FRAME

1/60 SEC

1/30 SEC

1/60 SEC

FIELD 1 FIELD 2

FRAME

1/60 SEC

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(0,0)

VERTICAL SYNC PULSE — Signals the start of the next field.

VERTICAL RETRACE — Time needed to get from the bottom of the current field to the top of the next field.

HORIZONTAL SYNC PULSE — Signals the start of the new scan line.

HORIZONTAL RETRACE — Time needed to get from the end of the current scan line to the start of the next scan line.

Scanning

©Larry F. Hodges, Zachary Wartell

Device CS(alternate conventions)

(0,0)

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NTSC – ? x 525, 30f/s, interlaced (60 fld/s)PAL – ? x 625, 25f/s, interlaced (50 fld/s)HDTV – 1920 x 1080i, 1280 x 720pXVGA – 1024x768, 60+ f/s, non-interlacedgeneric RGB – 3 independent video signals and synchronization signal, vary in resolution and refresh rategeneric time-multiplexed color – R,G,B one after another on a single signal, vary in resolution and refresh rate

Example Video Formats

©Larry F. Hodges, Zachary Wartell

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Calligraphic/Vector CRT

older technologyvector file instead of framebufferwireframe engineering drawings flight simulators: combined raster-vector CRT

P0

P1

P0

P1

Line (P0,P1)Video

Controller

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Flat-Panel Displays

Flat-Panel

Emissive Non-Emissive

LED

CRT(90°deflected)

Plasma

Thin-Filmelectroluminescent

LCD DMD

Active-Matrix(TFT)

Passive-Matrix

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Flat-Panel Displays (Plasma)

Flat-Panel

Emissive Non-Emissive

LED

CRT(90°deflected)

Plasma

Thin-Filmelectroluminescent

LCD DMD

Active-Matrix

Passive-Matrix

ToshibaTM, 42”, Plasma HTDV$4,500 (circa 2005)

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Flat-Panel Displays (Plasma)

[Hearn&Baker,pg 45]

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Flat-Panel Displays (thin-film electroluminescent)

[Hearn&Baker,pg 45]

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Flat-Panel Displays (LED)

Flat-Panel

Emissive Non-Emissive

LED

CRT(90°deflected)

Plasma

Thin-Filmelectroluminescent

LCD DMD

Active-Matrix

Passive-Matrix

BarcoTM “Light Street” (LED)Sony XEL-1 OLED TV

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Flat-Panel Displays (DMD)

Flat-Panel

Emissive Non-Emissive

LED

CRT(90°deflected)

Plasma

Thin-Filmelectroluminescent

LCD DMD

Active-Matrix

Passive-Matrix

Digital Micro-mirror (DMD)

4 μm

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LCD

©Larry F. Hodges, Zachary Wartell

• Liquid crystal displays use small flat chips which change their transparency properties when a voltage is applied.

• LCD elements are arranged in an n x m array call the LCD matrix

• Level of voltage controls gray levels.• LCDs elements do not emit light, use backlights behind the LCD

matrix

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LCD nematic liquid crystal details

[Hearn&Baker,pg 46]

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LCD Components

©Larry F. Hodges, Zachary Wartell

Small fluorescent tubes

Diffuser

Linear Polarizer

LCD Module Color

Filter

Linear Polarizer

Wavefront distortion

filter

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LCD Resolution

©Larry F. Hodges, Zachary Wartell

LCD resolution is occasionally quoted as number of pixel elements not number of RGB pixels.

Example: 3840 horizontal by 1024 vertical pixel elements = 4M elements

Equivalent to 4M/3 = 1M RGB pixels

"Pixel Resolution" is 1280x1024

dot pitch

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LCD Types

©Larry F. Hodges, Zachary Wartell

• Passive LCD screens– Cycle through each

element of the LCD matrix applying the voltage required for that element.

– Once aligned with the electric field the molecules in the LCD will hold their alignment for a short time

• Active LCD (TFT)– Each element contains

a small transistor that maintains the voltage until the next refresh cycle.

– Higher contrast and much faster response than passive LCD

– Circa 2005 this is the commodity technology

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Example Comparison: LCD vs CRT

©Larry F. Hodges, Zachary Wartell

flat & Lightweight

low power consumption

always some light

pixel response-time (8-30ms)

view angle limitations

resolution interpolation required

heavy & bulky

strong EM field & high voltage

true black

better contrast

pixel response-time not noticeable

inherent multi-resolution support

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Projected Displays

• Bigger screen for less money (vs tiled displays)– wider audience– wider FOV

• Emissive– CRT– Laser

• Non-emissive– LCD - light transmits through LCD to exit lens– DMD - light reflects from DMD to exit lens

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Projected Displays

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Back projected vs Front projected• Back-projected

– need large room or cabinet(folded optics helpful!)

– screen transmits projected image– low contrast from backscreen ambient light

• Front-projected– need smaller room + screen/wall– reflective screen reflects projected image

• problem: screen also strongly reflects ambient room light!

– mobile VR users can cast ugly shadow • short-throw projectors can help

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Eye Versus 1280 x 1024 Display

28° 1280 pixel = 640 cycles

33 cm

Pictured: 22.8 c/d (cycles/degree with Vres=600/x → 26.25→ 20/26.25 vision (Snellen acuity)Widescreen at 60° → 20/56.25 vision

66 cm