Parallel (vs Scanline) Rendering Display Research from Google

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stl8k
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Parallel (vs Scanline) Rendering Display Research from Google

Post by stl8k » 10 May 2021, 14:38

This work was presented by Google researchers at CHI 2021 (Conference on Human Factors in Computing Systems) today.

"In this work, we leverage a parallel rendering technique to enable ultrabright graphics that can pass through transmissive materials. While previous work has shown interactive hidden displays, our approach unlocks expressive interfaces with practical end-to-end software and low-cost hardware implementation on mass-produced passive OLED displays.

We developed a set of interactive prototypes with touch-sensing that can blend into traditional aesthetics due to the ability to provide user interfaces through wood, textile, plastic and mirrored surfaces."

Hidden Interfaces for Ambient Computing: Interacting with High-brightness Visuals through Everyday Materials
https://dl.acm.org/doi/10.1145/3411763.3451558

MCLV
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Re: Parallel (vs Scanline) Rendering Display Research from Google

Post by MCLV » 10 May 2021, 17:02

Although the paper is quite interesting, I don't think that it translates to any improvement of PC displays since they worked with displays with passive matrix and displaying only rectangular elements, not general purpose graphics.

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Re: Parallel (vs Scanline) Rendering Display Research from Google

Post by Chief Blur Buster » 16 May 2021, 21:33

MCLV wrote:
10 May 2021, 17:02
Although the paper is quite interesting, I don't think that it translates to any improvement of PC displays since they worked with displays with passive matrix and displaying only rectangular elements, not general purpose graphics.
In theory, some elements of that research could be combined with the concurrent refreshing techniques in Custom OLED Rolling Scans -- Custom Built OLED Monitor.

The techniques for high-brightness visuals is also scalable to higher Hz, because you don't have brightness loss for lowering persistence of sample-and-hold by increasing the refresh rate via a variety of parallel techniques. There are multiple cheap paths to 1000Hz available, some of which are already being worked on the industry.
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