Search found 37 matches
- 07 Mar 2014, 02:46
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Re: Seeking Math Formulas for phosphor decay & LCD GtG
Wow, that's just the paper I based my earlier calculations on in the first place. (though a slightly higher quality version) I guess I'd just have to read through the whole thing first :) Edit: Thanks , I finally got it (using the updated constants from newer version) http://abload.de/img/pixel-resp...
- 07 Mar 2014, 01:38
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Re: Seeking Math Formulas for phosphor decay & LCD GtG
I thought they used the SMPTE-C phosphors and the BVM-EBU phosphors. From what I read in one paper (I can dig it up if you like), the P22 is a broad designation and refers to a class of phosphors. Not sure how much they differ in chromaticity or decay function tho. Very hard to find info on this. I...
- 06 Mar 2014, 23:48
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Re: Temporal anti-aliasing for computer generated graphics
Wow, that's a goldmine. I wonder what curve fits a Sony GDM-W900 very well. Sonys broadcast model uses P22 phosphors, and it's also used in consumer models, so yours might also have P22s. I've posted a VERY high quality inpulse response. You just have to convolve it with a box of 1/36,000,000, some...
- 06 Mar 2014, 23:18
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Seeking Math Formulas for phosphor decay & LCD GtG
Big book on phosphor, introduction: http://f3.tiera.ru/3/Chemistry/Inorganic%20Chemistry/Yen%20W.M.%20Shionoya%20S.,%20Hajime%20Y.%20%28eds.%29%20Phosphor%20Handbook%20%282ed.,CRC,%202006%29%281056s%29.pdf 2.7 transient character of luminescence (p 83.) persistence: luminescence after-glow (phosphor...
- 06 Mar 2014, 19:32
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Re: Temporal anti-aliasing for computer generated graphics
Work in Progress! Would you be able to do me a HUGE favour? Can you find any math formulas in any science papers that can create curves similar to: - Phosphor decay of CRT phosphor, of various decay ratings - Phosphor decay, for each individual phosphor color - LCD GtG, symmetric, asymmetric, and va...
- 06 Mar 2014, 18:04
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Re: Temporal anti-aliasing for computer generated graphics
I see, cool. Here is what i did so far: I simulated persistence in Mathematica, and then created an animation for various input signal (discrete blur only) http://abload.de/img/blurczqym.png then I created an openGL applet, where I can simulate motion blur using the accumulation buffer (in essence 1...
- 06 Mar 2014, 16:15
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Math Formulas for phosphor decay & LCD GtG [provided!]
- Replies: 19
- Views: 24946
Math Formulas for phosphor decay & LCD GtG [provided!]
-- I am thinking of eventually writing an online TestUFO motion blur modelling program (TestUFO Motion Blur Modeller/Emulator/Predictor) . Much like the custom motion blur modeller in PixPerAn, but modernized for the 21st century reality of faster LCDs and strobe-backlights. -- Basically, one can t...
- 06 Mar 2014, 13:54
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Temporal anti-aliasing for computer generated graphics
- Replies: 10
- Views: 13428
Re: Temporal anti-aliasing for computer generated graphics
Edited. Thanks for the update! Sequence of fade-in is display tech dependant, but let's assume LCD here. Under high speed camera, adjacent pixels fades in (GtG in one direction) while simultaneously other pixels fade out (GtG in other direction). This simultaneous effect is also seen in this YouTube...
- 06 Mar 2014, 08:11
- Forum: Area 51: Display Science, Research & Engineering
- Topic: Temporal anti-aliasing for computer generated graphics
- Replies: 10
- Views: 13428
Re: Temporal anti-aliasing for computer generated graphics
Hello -- Your Example 3 images have disappeared -- were they removed? No they are still there, just replaced with correct images, which are very different. Comparing the saccade with the eye-tracking example, the pixel width becomes negligible, hold-type skey become longer and changes with varying ...
- 05 Mar 2014, 02:49
- Forum: Area 51: Display Science, Research & Engineering
- Topic: So what refresh rate do I need? [Analysis] [very good one!]
- Replies: 50
- Views: 280428
Re: So what refresh rate do I need? [Analysis] [very good on
To look closer at strobing vs tracking vs blur, I created a little openGL glut motion blur test app. Not sure if this is a good idea on blurbusters but I find it interesting non the less. It's a white triangle bouncing and rotating, with a) no motion blur, lot's of strobing b) eye tracking simulatio...