• Title/Summary/Keyword: sub-pixel rendering

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A novel LED display architecture using 4 color sub-pixel rendering (4 컬러 서브픽셀 렌더링 적용 고해상도 LED Display)

  • kim, Dae-Sik;Shigeta, Tetsuya;Im, Sang-Kyun;Lee, Ho-Sup
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.182-184
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    • 2015
  • We have developed a novel LED display architecture with RGGB 4sub-pixels rendering. LED light control filter algorithm is proposed in order to reduce color fringes by sub-pixel rendering which is a method of perceptual enhancement. The results show that it has 2 times higher perceptual resolution without artifacts.

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A Fast Volume Rendering Algorithm for Virtual Endoscopy

  • Ra Jong Beom;Kim Sang Hun;Kwon Sung Min
    • Journal of Biomedical Engineering Research
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    • v.26 no.1
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    • pp.23-30
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    • 2005
  • 3D virtual endoscopy has been used as an alternative non-invasive procedure for visualization of hollow organs. However, due to computational complexity, this is a time-consuming procedure. In this paper, we propose a fast volume rendering algorithm based on perspective ray casting for virtual endoscopy. As a pre-processing step, the algorithm divides a volume into hierarchical blocks and classifies them into opaque or transparent blocks. Then, in the first step, we perform ray casting only for sub-sampled pixels on the image plane, and determine their pixel values and depth information. In the next step, by reducing the sub-sampling factor by half, we repeat ray casting for newly added pixels, and their pixel values and depth information are determined. Here, the previously obtained depth information is utilized to reduce the processing time. This step is recursively performed until a full-size rendering image is acquired. Experiments conducted on a PC show that the proposed algorithm can reduce the rendering time by 70- 80% for bronchus and colon endoscopy, compared with the brute-force ray casting scheme. Using the proposed algorithm, interactive volume rendering becomes more realizable in a PC environment without any specific hardware.

Sub-Pixel Rendering Algorithm Using Adaptive 2D FIR Filters (적응적 2차원 FIR 필터를 이용한 부화소 렌더링 기법)

  • Nam, Yeon Oh;Choi, Ik Hyun;Song, Byung Cheol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.3
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    • pp.113-121
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    • 2013
  • In this paper, we propose a sub-pixel rendering algorithm using learning-based 2D FIR filters. The proposed algorithm consists of two stages: the learning and synthesis stages. At the learning stage, we produce the low-resolution synthesis information derived from a sufficient number of high/low resolution block pairs, and store the synthesis information into a so-called dictionary. At the synthesis stage, the best candidate block corresponding to each input high-resolution block is found in the dictionary. Next, we can finally obtain the low-resolution image by synthesizing the low-resolution block using the selected 2D FIR filter on a sub-pixel basis. On the other hand, we additionally enhance the sharpness of the output image by using pre-emphasis considering RGB stripe pattern of display. The simulation results show that the proposed algorithm can provide significantly sharper results than conventional down-sampling methods, without blur effects and aliasing.

High efficient Transflective TFT-LCD by tRGB-rW Sub-Pixel Rendering

  • Lin, L.;Liang, B.J.;Huang, C.M.;Lin, H.C.;Chen, Y.N.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.1613-1617
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    • 2006
  • The total light efficiencies of the novel 1.9" transflective tRGB-t/rW and tRGB-rW TFT LCDs are calculated and they are implemented by the traditional 7-mask ${\alpha}$-Si processing. Then, the two vehicles are turned on with the appropriate Sub-Pixel Rendering White (SPRW) algorithms, so they can exhibit the extra luminance without the original visual resolution loss. Their outstanding optical properties are approved by measuring the contrast ratio (C.R.) and the NTSC ratio. Because they utilize the light resource very effectively and efficiently, they are very suitable for the dark indoor and the bright outdoor environments.

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Development of high image quality and low power consumption TFT-LCD with Data Rendering Innovation Matrix (DRIM)

  • Hong, Kwang-Pyo;Lee, Jun-Ho;Yoon, Hyeun-Joong;Chun, Jin-Young;Ryu, Bong-Yeol;Jun, Jung-Mok;Lee, Jung-Yeal
    • 한국정보디스플레이학회:학술대회논문집
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    • 2005.07a
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    • pp.368-370
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    • 2005
  • High energy-efficiency TFT-LCD supporting a good image quality is developed with Data Rendering Innovation Matrix Technology. The innovative matrix consists of octal sub-pixels and sub-pixel rendering technology enhanced the light efficiency; up to 30%, and reduces the number of column drivers for the same resolution by a third.

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Full Color Reflective Cholesteric Liquid Crystal using Photosensitive Chiral Dopant (감광성 도판트를 이용한 풀컬러 구현 가능 반사형 콜레스테릭 액정)

  • Park, Seo-Kyu;Kim, Jeong-Soo;Cho, Hee-Suck;Kwon, Soon-Bum;Reznikov, Yuri
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.21 no.5
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    • pp.474-480
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    • 2008
  • In order to make full color cholesteric displays, color filter-less R, G, B sub-pixel structured cholesteric LC cells have been studied. To make R, G, B colors, UV induced pitch variant chiral dopant was added to cholesteric LC mixtures. The concentration of the photo-sensitive chiral dopant was adjusted so that the initial state showed blue color and the color was changed from blue to green and red with increase of UV irradiation to the cholesteric cells. To prevent the mixing of R, G, B reflective sub-pixel liquid crystals, separation walls were formed using negative photo resister in boundary area between sub-pixels, Through the optimization of the material concentrations and UV irradiation condition, vivid R, G, B colors were achieved.

Full color reflective cholesteric liquid cystal using photosensitive chiral dopant (감광성 도판트를 이용한 풀컬러 구현 가능 반사형 콜레스테릭 액정)

  • Park, Seo-Kyu;Cho, Hee-Seok;Kwon, Soon-Bum;Kim, Jeong-Soo;Reznikov, Yu.
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.11a
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    • pp.394-395
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    • 2007
  • In order to make full color cholesteric displays, color filter-less R, G, B sub-pixel structured cholesteric LC cells have been studied. To make R, G, B colors, UV induced pitch variant chiral dopant was added to cholesteric LC mixtures. The concentration of the photo-sensitive chiral dopant was adjusted so that the initial state showed blue color and the color was changed from blue to green and red with increase of UV irradiation to the cholesteric cells. To prevent the mixing of R, G, B reflective sub-pixel liquid crystals, separation walls were formed using negative photo resister in boundary area between sub-pixels. Through the optimization of the material concentrations and UV irradiation condition, vivid R, G, B colors were achieved.

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Soft Shadow with integral Filtering (적분기반 필터링을 이용한 소프트 섀도우)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.65-74
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    • 2020
  • In the shadow map method, if the shadow map is magnified, the shadow has a jagged silhouette. Herein, we propose a soft shadow method that filters reshaped silhouettes analytically. First, the shadow silhouette is reshaped through sub-texel edge detection, which is based on linear or quadratic curve models. Second, an integral shadow filtering algorithm is used to accurately obtain the average shadow intensity from a definite integral estimation. The implementation demonstrates that our solution can effectively eliminate jagged aliasing and efficiently generate soft shadows.

Efficient Data Structures and Algorithms for Terrain Data Visualization (지형 렌더링을 위한 효율적인 자료 구조와 알고리즘)

  • Jung, Moon-Ju;Han, Jung-Hyun
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.581-588
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    • 2002
  • In implementing interactive multimedia systems, real-time visualization plays an important role. This paper presents efficient data structures and algorithms for real-time terrain navigation. Terrain data set is usually too huge to display as is. Therefore LOD (levels of detail) methods and view frustum culling are essential tools. This paper describes in detail compact hierarchical data structures, fast view frustum culling, and efficient LOD construction/rendering algorithms. Unlike previous works, we use a precise screen-space error metric for vertex removal and a strict error threshold allowing sub-pixel -sized errors only. Nevertheless, we can achieve 22 fps on average in a PC platform. The methods presented in this paper also satisfy almost all of the requirements for interactive real-time terrain Visualization.