Display systems
Ruth Aylett
Overview
Display technologies
Current
In development
Various VR display systems
Non-immersive, semi-immersive and
immersive
Often a critical factor
VEs engage visual senses above others
Quality of display may determine quality of system
Projected or screen-based?
Size
Related to immersive v not
Speed
Will they respond to interaction?
2D or 3D?
Still mostly 2D pretending to be 3D
But new technologies very desirable
More display parameters
Resolution
Size and distance-related
Colour
Use differently-coloured pixels next to each other
Brightness
Contrast
Refresh rate
Interactivity depends on this
Sensitivity to viewing angle
Technologies
Liquid crystal display - LCD
Active and passive
CRT (Cathode Ray Tube)
Digital Light Processor
Auto-stereoscopic
Virtual Retina Display
Video formats
Format
Resolution Refresh
NTSC
525x480
30 f/sec
Interlaced
PAL
625x480
25 f/sec
Interlaced
VGA
640x480
60 f/sec
varies
varies
varies
varies
Noninterlaced
3 signals +
sync
RGB in
sequence
RGB
Time
multiplexed
LCDs
Made of small flat chips
Transparency properties change when
voltage applied
Elements in an nxm array
LCD matrix
Level of voltage controls gray levels
Elements do not emit light
LCD matrix is backlit
LCDs cont
Colour via filters in front
of each LCD element
Impacts brightness
Usually black space
between pixels to
separate filters
Hard to make individual
LCD pixels very small
Impacts resolution
Image quality depends
on viewing angle.
LCD types
Passive
Cycle through LCD matrix applying required
voltage to each element
Once aligned with the electric field the molecules
in the LCD hold their alignment for a short time
Active
Each element contains a small transistor that
maintains the voltage until the next refresh cycle.
Higher contrast and much faster response than
passive LCD
Resolution
Often quoted as separate colour
elements not number of RGB triads
Example: 320 horizontal by 240 vertical
elements = 76,800 elements
Equivalent to 76,800/3 = 25,600 RGB
pixels
So "Pixel Resolution" is c 185 by 139 (320/
3, 240/ 3)
Screen-based displays
Limited in size
LCD max = 108 ins
Plasma max = 103 ins; non interactive
Problems with green phosphor latency limiting update
rate
Limited in resolution
Thin & lightweight
Flexible displays in development
http://www.pcworld.com/article/186875/lg_display_de
velops_flexible_enewspaper_screen.html
Projected displays
Use bright CRT or LCD screens to
generate an image
sent through an optical system to focus on
(usually) large screen.
Full colour obtained via separate
monochromatic projector for each of
R,G,& B colour channels
CRT projector
Front v Back projection
Front projection:
Can cast awkward shadows, especially if you get
too close
Projectors typically high up and hard to access
Makes best use of available light
Back projection:
Expensive translucent screen
Needs more space
Loses light: brighter displays needed
Projector pros & cons
Very large screens
Large FoV
Can be shared by many - supports cooperative
working
BUT image quality can be fuzzy
Light is lost: dimmer than monitor displays
Sensitive to ambient light.
Delicate optical alignment, at least with CRTs
CRT pros and cons
Typically: 3CRTs + lens per projector
Liquid cooled internally
Hot; Noisy (cooling); Consume a lot of power;
Fragile
Analogue devices
Need frequent calibration; Phosphor decays; Not
particularly bright
Good refresh rate (essential for stereo)
Very good contrast (20,000:1)
Can distort the image as necessary to get
rectangular display
Dealing with distortion
Flat display - rectangular image
Curved display - distorts image
Needed on many large-scale displays
Use CRT distortion to compensate
Use automatic hardware to control it
Complicates configuration
More frequent alignment problems
LCD projector
LCD projected systems
Usually single projector
Brighter; Lower power; Less heat; Less noise
BUT
Lower refresh rate
Low contrast (400:1 in typical projectors)
Produce polarized light: interferes with LCD
shutter glasses
Harder to correct for curved screens
Digital projectors
Digital Micro-Mirror Device (DMD)
Developed at T.I. Labs in 1994
Basis for digital cinema projection
1.3 Million mirrors on a silicon chip
Each modulates reflected light, mapping pixel of
video data to pixel on display
Digitally controlled: load data into memory cell
located below the mirror.
Switching rate of thousands of Hz
DMD
Digital Light Processing (DLP)
Electrostatical control of mirror tilt angle
+10 degrees (ON) or -10 degrees (OFF).
Light from ON mirrors passes through projection
lens to screen.
Digital Light Processing (DLP)
All digital display: completely digital except for A/D
conversion at front end
Progressive display: displaying complete frames of
video
Removes interlace artefacts such as flicker
DLP cont
Square pixels, fixed display resolution
Resolution fixed by number of mirrors on DMD
1:1 aspect ratio of the pixels
Requires re-sampling of various input video
formats to fit onto DMD array
Digital colour creation
Spectral characteristics of colour filters and lamp
coupled to digital colour processing in the system
Quality
With LCD
projector
With DLP
projector
Stereo
Depends on supplying separate image
for each eye
Time-parallel (passive stereo)
Time-multiplexed (active stereo)
Active stereo
One projector
Projects L/R images alternately
Quad-buffered stereo - special graphics
cards required!
Typical refresh rate of projectors 120 Hz
(60Hz for each eye)
Ghosting problems with CRT projectors
(green phosphor too slow
Requires shutter glasses
Shutter glasses
LCD display technology
Two crossed, polarized
layers per eye
One permanently
polarized
One switchable
Controlled by an IR
signal
Pros and cons
Expensive: > 100 GBP/pair
Quite heavy - batteries and electronics inside
Maintenance issues:
Batteries run out
Fragile
Direct line-of-sight
50% light loss
could avoid with two active layers
Single projector
Cheaper and easier to set up
But impact on frame rate
Passive stereo
Two projectors
Polarize with each with different filter
View with two lenses
Polarized in orthogonal directions
Pros and cons
Cheap
Light and comfortable
More or less indestructible
Continuous image in both eyes(2 projectors)
Two projectors
Expensive
Alignment issues
Non-polarizing screen required
50% light loss
Cant tilt head more than a few degrees
Stereo rendering
Two camera ports
Slightly separated
Can be calculated in software
But can be done in hardware on some
graphics cards
Displays classification - 1
Head-Mounted Displays (HMDs)
The display and a position tracker are
attached to the users head
Head-Tracked Displays (HTDs)
Display is stationary, tracker tracks the
users head relative to the display.
Example: CAVE, Workbench, Stereo
monitor
Differences
HMD
Eyes are fixed
distance and location
from the display
screen(s)
User line-ofperpendicular to
display screen(s) OR
at fixed, known
angle to the display
screen(s).
HTD
Distance to display
screen(s) varies
Line-of-sight to
display screen(s)
almost never
perpendicular
Usually much wider
FoV than HMD
May combine virtual
and real imagery
Displays Classification - 2
Non-immersive (desk-top) VR
Semi-immersive VR
Immersive Systems
Non-immersive VR
workstation screen
navigation using a
mouse/spaceball
stereo glasses
PC Workstation
Semi-immersive VR
Reality Room
Large screen
stereo glasses
datagloves
position tracking
Workbench
Immersive Systems
Head Mounted Displays -HMDs
Cubical projection systems CAVE
datagloves, position tracking.
HMDs
Still identified with VR in popular mind
Originally CRT based: one screen/eye
High-end systems still are
Expensive, bulky, but higher resolution
Less expensive systems are LCD-based
resolution: varies from 320x240 up to 1700x1350,
standard 800x600
Limited FoV
25-100 degrees diagonal
See http://www.stereo3d.com/hmd.htm
Head Mounted Displays
Resolution issues
Number of pixels related to display area
Pixel size also related to viewing
distance
Closer to a screen results in less
resolution
Accommodation v
convergence
All projected images actually at same distance
On the screen
Thus constant accommodation: unlike real world
But manipulated to create convergence for
eyes
Thus variable convergence
Can create eye strain
HMDs have screens very close to the eye
Issues with HMDs
Inter-pupil distance (IPD) needs to be adjusted
Or it puts extra strain on the eyes
Resolution and FoV are still not very good
Adequate resolution only at very high CRT end
Cannot see ones own body
Impairs presence
Not collaborative
Becomes expensive in multiples especially at high end
Cumbersome to wear
Especially over spectacles
CAVE
Characteristics
4-6 active stereo surfaces
Around 3m sq
Usually backprojected using mirrors
Floor sometimes front projected from ceiling
Enclosure
Tracking system for ONE user
Can fit maybe 4 others into space
Often adds spatialised sound
Can walk around displayed objects
Can see own body - high presence
Occasionally people walk into a wall
Fully immersive
Large footprint!
Update rates
Head turning not a problem
Unlike many HMDs
But much more computational power
Fast head movement within space can
be a problem
Tracking allows update
Sometimes with a bit of a lag
Computational requirement
Originally large multi-graphic pipe rack
system
One pipe per panel
SGI: contributed to high cost
Current work
Use of PC cluster
x2 PCs per panel: one for each stereo channel
Cluster issues
Software
Synchronisation
Large models
Workbench
Immersadesk
Back-projected
Stereo
Objects float in front
Hand & head tracking
Good for object
interaction
Life-size (widgets) or
less-than-life-size
(buildings in city models)
Can link for
collaboration
Semi-Immersive Display
Reality Room
Three edgeblended front
projectors
No tracking
150 by 40
degree
Horizontal and
Vertical FoV
Engages
peripheral vision
Characteristics
Very good for spatial engagement
Very large FoV
Building interiors
City models
Good for collaborative work
20 people
Design reviews
Popular in oil industry
Public involvement in urban planning decisions
Issues
Interactively weak
Driven by one person with a mouse (possibly 6
dof): no head tracking
Can produce cybersickness especially for fast
movement
Projector blending can be a problem
Often visible
Projectors need frequent tuning to hide it
Must compensate for curved screen
Usually best done with CRT displays: less bright
WorkWall
Features:
flat screen
two or more edge blended projectors
rear projected
WorkWall
Screen size: (two configurations)
8.0h x 16.0w and 8.0h x 24.0w screens
(2.1m h x 4.9m w and 2.4m h x 7.3m w)
Size: Scaleable display setup is.
Work Group Size: Ideal for two to forty
viewers
Maximum Resolution:
3 Projector System 3456 x 1024 resolution
2 Projector System 2304 x 1024 resolution
Dome/sphere displays
Multiple projector system
Project onto domed surface above
180 deg or more
e.g Trimension V-dome: Hayden planetariium,
American Museum of Natural History
180x180; 21 m diameter; 7 projectors
ETH Zurich Visdome
Solving the movement
problem
Cybersphere
Bearings at
base
Rotates as
walk
Factors in choosing displays
Degree of immersiveness and presence
needed
Relationship to virtual space
Objects life-size or not?
Amount of interactivity needed
Balance between object interactivity and
navigation
Degree of cooperative working
Space requirements and cost
Technologies under
development
Auto-stereoscopic
Commercially available but non-interactive
Virtual Retinal display
Still being researched
Auto-stereoscopic
Stereo without glasses
Both halves of stereo pair displayed
simultaneously, directed to corresponding eyes
Uses special illumination plate behind the LCD:
light from compact, intense light sources
Optically generates lattice of very thin, very bright,
uniformly spaced vertical light lines
Lines are spaces with respect to pixel columns of
the LCD
Left/right eye sees lines through odd/even
columns
Lenticules
Lenticular sheet
contains series of cylindrical lenses molded in plastic
substrate.
lens focuses on image behind lenticular sheet.
Each eye's line of sight focused onto different strips.
Current state
Laptop with auto-stereo screen
available
Non-interactive display for product
display
Similar to plasma screen size
Sensitive to head position
Too slow for interaction right now
Virtual Retinal Display (VRD)
Scan light directly onto retina
No screen needed
Idea from scanning laser
ophthalmoscope
Used to acquire picture of retina
Work at University of Washington
http://www.hitl.washington.edu/research/vrd/
Laser-based
VGA video source (640x480)
Argon for blue and green
Laser diode for red
Control and drive circuits
Direct modulation of laser diode
Indirect modulation of argon source
VRD
Scanned onto retina using
Horizontal: mechanical resonant scanner
Vertical: galvanometer
40 nsec on retina with no persistence
Scan loops instead of flyback
60 Hz interlaced
Final scanned beams exit through lens
User puts eye at exit pupil of VRD to see
image
Total: 307,200 spots of non-persistent lights
Characteristics
Perceived without flicker
With vibrant colour
Seen both in occluded and augmented
viewing modes
Extremely small exit pupil
Large depth of focus
Advantages
Large colour range
Theoretical resolution limits set by eye
Luminance should be safe
60-300 nW for perceived equivalent brightness
3-4 times less power than CRT
Better contrast ratio than CRT
Better depth of focus
Like a pinhole camera
Low power consumption (if using laser diodes)
Theoretically very cheap
Issues
Problem with head movement
Lose the image
Needs an argon laser
Large and costly
But red, green, and blue laser diodes are coming
Safety issues still not clear
Coherent light vs. non-coherent
Need better resolution and larger FoV
Want portable version (eye glasses)
FogScreen Inia
Frameless walk-through screen by Inition
Fog screen injected into a laminar airflow
Translucent / fully opaque images projection
2 metres wide X 1.5 metres high
Fog ordinary water & ultrasonic waves
FogScreen Inia
Standard video projectors
2 projectors: different images on both sides of the
screen
At least 3000 ANSI Lumens
Can use both back & front projection
Min 2 metres between projectors and screen
Better result with a darker background
25.6" (65cm) high x 35.4" (90cm) deep x 91"
(2.31m) wide, Weight 150kg.
Interactivity through pointer stick
Conclusions
Display technology still imperfect
New technologies being developed
Still problems with resolution, brightness,
FoV
A number of different display systems
Different characteristics
Choose in relation to application