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Subpixel rendering

About: Subpixel rendering is a research topic. Over the lifetime, 3885 publications have been published within this topic receiving 82789 citations.


Papers
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Proceedings ArticleDOI
27 Feb 2015
TL;DR: A real-time system that renders antialiased hard shadows using irregular z-buffers using hardware conservative raster and early-z culling, allowing fully dynamic scenes without precomputation.
Abstract: We present a real-time system that renders antialiased hard shadows using irregular z-buffers (IZBs). For subpixel accuracy, we use 32 samples per pixel at roughly twice the cost of a single sample. Our system remains interactive on a variety of game assets and CAD models while running at 1080p and 2160p and imposes no constraints on light, camera or geometry, allowing fully dynamic scenes without precomputation. Unlike shadow maps we introduce no spatial or temporal aliasing, smoothly animating even subpixel shadows from grass or wires.Prior irregular z-buffer work relies heavily on GPU compute. Instead we leverage the graphics pipeline, including hardware conservative raster and early-z culling. We observe a duality between irregular z-buffer performance and shadow map quality; this allows common shadow map algorithms to reduce our cost. Compared to state-of-the-art ray tracers, we spawn similar numbers of triangle intersections per pixel yet completely rebuild our data structure in under 2 ms per frame.

24 citations

Patent
04 Jun 2004
TL;DR: In this article, a system and methods to correct image degraded signals on a liquid crystal display panel are disclosed, and techniques for signal correction and localizing of errors onto particular subpixels are described.
Abstract: Systems and methods are disclosed to correct for image degraded signals on a liquid crystal display panel are disclosed. Panels that comprise a subpixel repeating group having an even number of subpixels in a first direction may have parasitic capacitance and other signal errors due to imperfect dot inversion schemes thereon. Techniques for signal correction and localizing of errors onto particular subpixels are disclosed.

24 citations

Patent
13 May 2011
TL;DR: In this paper, a display system with a subpixel renderer configured to subpixel render input image data having a first set of primary colors, the subpixel rendering performed according to an area resample filter, a color sharpening filter, and a metamer sharpener.
Abstract: A display system with a subpixel renderer configured to subpixel render input image data having a first set of primary colors, the subpixel rendering performed according to an area resample filter, a color sharpening filter, and a metamer sharpening filter, so as to generate subpixel rendered output image data having a second set of primary colors.

24 citations

Proceedings ArticleDOI
TL;DR: In this article, a flat panel display with a slanted subpixel arrangement was developed for a multi-view display, where a set of 3M ×======N subpixels (M × N subpixels for each R, G, and B color) were combined with one of the cylindrical lenses constituting a finite sheet to construct a three-dimensional pixel.
Abstract: We developed a flat panel display having a slanted subpixel arrangement suitable for a multi-view display. A set of 3M × N subpixels (M × N subpixels for each R, G, and B color) is combined with one of the cylindrical lenses constituting a lenticular sheet to construct a three-dimensional pixel. Subpixels with the same color in each three-dimensional pixel have different horizontal positions, and these R, G, and B subpixels are repeated in the horizontal direction. In addition, ray-emitting areas of the subpixels in a three-dimensional pixel are continuous in the horizontal direction for each color. One vertical edge of one subpixel has the same horizontal position as the opposite vertical edge of one of the other subpixels of the same color subpixels. The crosstalk among viewpoints is theoretically zero and a three-dimensional image has no moire. When the horizontal pitch of subpixels is p, the width of a subpixel is 3p/N and the width of the black matrix region between subpixels is (1-3/N)p. This structure is suitable for providing a large number of viewpoints. A mobile three-dimensional display with 16 viewpoints and three-dimensional resolution of 256 × 192 was constructed. The screen size was 2.57 inches. A three-dimensional pixel was composed by 12 × 4 subpixels (M=4 and N=4). The horizontal pitch of subpixels was 17.0 μm and the horizontal width of the black matrix areas was 4.25 μm. The horizontal position of subpixels was shifted 9.56 μ;m between adjacent rows.

24 citations

Proceedings ArticleDOI
30 Aug 1992
TL;DR: The experimental results shows that the proposed stereo algorithm together with various means of displaying the results could give useful information for diagnosing and monitoring glaucoma.
Abstract: Presents a color stereo matching method. The authors first show the effect of using color information in stereo matching mathematically by using sum-of-squared-differences (SSD) criterion and then experimentally by using synthesized images. They then present a color stereo matching algorithm for a medical application. The algorithm takes into account both the intensity and the disparity variations within the matching window, and estimates the disparity at subpixel resolution exploiting color stereo images. The authors have applied the algorithm to three-dimensional measurement of optic nerve heads using stereo fundus images. The experimental results shows that the proposed stereo algorithm together with various means of displaying the results could give useful information for diagnosing and monitoring glaucoma. >

24 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202387
2022209
2021120
2020179
2019189
2018263