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1.
In recent years, high-resolution displays have become increasingly important to decision makers and scientists because large screens combined with a high pixel count facilitate content rich, simultaneous display of computer-generated imagery and high-definition video data from multiple sources. Tiled displays are attractive due to their extended screen real estate, scalability, and low cost. LCD panels are usually preferred over projectors because of their superior resolution. One of the drawbacks of LCD-based tiled displays is the fact that users sometimes get distracted by the screens' bezels, which cause discontinuities in rendered images, animations, or videos. Most conventional solutions either ignore the bezels and display all pixels, causing objects to become distorted, or eliminate the pixels that would normally fall under the bezels, causing pixels to be missing in the display of static images. In animations, the missing pixels will eventually reappear when the object moves, providing an experience that is similar to looking through a French window. In this paper, we present a new scalable approach that leads neither to discontinuities nor to significant loss of information. By projecting onto the bezels, we demonstrate that a combination of LCD-based tiled displays and projection significantly reduces the bezel problem. Our technique eliminates ambiguities that commonly occur on tiled displays in the fields of information visualization, visual data analysis, human-computer interaction, and scientific data display. It improves the usability of multimonitor systems by virtually eliminating the bezels. We describe a setup and provide results from an evaluation experiment conducted on a 3 times 3 and on a 10 times 5 tiled display wall.  相似文献   

2.
High-resolution display environments built on networked, multi-tile displays have emerged as an enabling tool for collaborative, distributed visualization work. They provide a means to present, compare, and correlate data in a broad range of formats and coming from a multitude of different sources. Visualization of these distributed data resources may be achieved from a variety of clustered processing and display resources for local rendering and may be streamed on demand and in real-time from remotely rendered content. The latter is particularly important when multiple users want to concurrently share content from their personal devices to further augment the shared workspace. This paper presents a high-quality video streaming technique allowing remotely generated content to be acquired and streamed to multi-tile display environments from a range of sources and over a heterogeneous wide area network.The presented technique uses video compression to reduce the entropy and therefore required bandwidth of the video stream. Compressed video delivery poses a series of challenges for display on tiled video walls which are addressed in this paper. These include delivery to the display wall from a variety of devices and localities with synchronized playback, seamless mobility as users move and resize the video streams across the tiled display wall, and low latency video encoding, decoding, and display necessary for interactive applications. The presented technique is able to deliver 1080p resolution, multimedia rich content with bandwidth requirements below 10 Mbps and low enough latency for constant interactivity. A case study is provided, comparing uncompressed and compressed streaming techniques, with performance evaluations for bandwidth use, total latency, maximum frame rate, and visual quality.  相似文献   

3.
利用计算机系统控制多个图形部件,驱动多个投影仪得到基于投影拼贴的显示,是突破现有显示技术制约,实现千万像素以上的高清晰度大尺寸显示的有效手段。目前采用PC机群系统来驱动拼贴显示系统的方式由于其较高的性能价格比正日益成为主流的选择,但是这种实现方式同时需要更复杂的分布式显示软件的支持。该文分析比较了几种基于机群的拼贴显示系统的软件结构并在此基础上提出了一种新的适合并行程序环境的软件接口。  相似文献   

4.
5.
Cluster-based tiled display walls can provide cost-effective and scalable displays with high resolution and a large display area. The software to drive them needs to scale too if arbitrarily large displays are to be built. Chromium is a popular software API used to construct such displays. Chromium transparently renders any OpenGL application to a tiled display by partitioning and sending individual OpenGL primitives to each client per frame. Visualization applications often deal with massive geometric data with millions of primitives. Transmitting them every frame results in huge network requirements that adversely affect the scalability of the system. In this paper, we present Garuda, a client-server-based display wall framework that uses off-the-shelf hardware and a standard network. Garuda is scalable to large tile configurations and massive environments. It can transparently render any application built using the Open Scene Graph (OSG) API to a tiled display without any modification by the user. The Garuda server uses an object-based scene structure represented using a scene graph. The server determines the objects visible to each display tile using a novel adaptive algorithm that culls the scene graph to a hierarchy of frustums. Required parts of the scene graph are transmitted to the clients, which cache them to exploit the interframe redundancy. A multicast-based protocol is used to transmit the geometry to exploit the spatial redundancy present in tiled display systems. A geometry push philosophy from the server helps keep the clients in sync with one another. Neither the server nor a client needs to render the entire scene, making the system suitable for interactive rendering of massive models. Transparent rendering is achieved by intercepting the cull, draw, and swap functions of OSG and replacing them with our own. We demonstrate the performance and scalability of the Garuda system for different configurations of display wall. We also show that the server and network loads grow sublinearly with the increase in the number of tiles, which makes our scheme suitable to construct very large displays.  相似文献   

6.
The authors have developed a process to create wrap‐around electrodes (WAEs) on glass for use in tiled microLED display applications. The electrodes have small size and spacing, low resistance, and good reliability. In addition, an opaque overcoat protects the edges of the tiles and reduces seam visibility. These electrodes allow bezel‐free tiled operation for high‐resolution displays.  相似文献   

7.
Abstract— Tiled displays provide high resolution and large scale simultaneously. Projectors can project on any available surface. Thus, it is possible to create a large high‐resolution display by simply tiling multiple projectors on any available regular surface. The tremendous advancement in projection technology has made projectors portable and affordable. One can envision displays made of multiple such projectors that can be packed in one's car trunk, carried from one location to another, deployed at each location easily to create a seamless high‐resolution display, and, finally, dismantled in minutes to be taken to the next location — essentially a pack‐and‐go display. Several challenges must be overcome in order to realize such pack‐and‐go displays. These include allowing for imperfect uncalibrated devices, uneven non‐diffused display surfaces, and a layman user via complete automation in deployment that requires no user invention. We described the advances we have made in addressing these challenges for the most common case of planar display surfaces. First, we present a technique to allow imperfect projectors. Next, we present a technique to allow a photometrically uncalibrated camera. Finally, we present a novel distributed architecture that renders critical display capabilities such as self‐calibration, scalability, and reconfigurability without any user intervention. These advances are important milestones towards the development of easy‐to‐use multi‐projector displays that can be deployed anywhere and by anyone.  相似文献   

8.
High-resolution multiprojector display walls   总被引:4,自引:0,他引:4  
Meeting the demands of the current tera-scale visualization community requires the use of large- and small-scale tiled displays. The Lawrence Livermore National Laboratory (LLNL) efforts in this area have led to the creation of one of the largest interactive tiled displays built to date, and a number of new efforts for “personal” tiled displays. Visualization hardware and software now being built will display up to 15 times the number of pixels in a typical desktop display. We outline the system implemented at LLNL for the creation and support of large, tiled, multi-pipe graphics displays. The system builds on a simple, portable, parallel API for tiling OpenGL commands in parallel to multiple contexts on a set of X servers. This API has allowed us to retrofit existing visualization and analysis codes to support these displays with very little effort. While this work represents a first step toward the ultimate goal of scalable visualization in individual office spaces, the result has been the creation of useful new visualization workspaces and tools for our users  相似文献   

9.
针对大型拼接显示系统对PDF文件高分辨显示的需求,文中研究了集群并行高分辨信息显示平台的显示技术,分析了PDF在大屏显示系统中的重要性以及PDF文件格式和层次关系,研究并探讨了poppler库和mupdf库的优缺点,以及对PDF文件格式的解析与显示技术,并基于poppler库和mupdf库分别实现了PDF文件的解析和集群并行显示。通过对比实验,采用mupdf库能够更清晰、高效地实现PDF集群并行显示,验证了文中提出的PDF集群并行解析显示技术可极大地提高大型拼接显示系统对PDF文件的高分辨显示处理能力。  相似文献   

10.
Camera-based calibration techniques for seamless multiprojector displays   总被引:10,自引:0,他引:10  
Multiprojector, large-scale displays are used in scientific visualization, virtual reality, and other visually intensive applications. In recent years, a number of camera-based computer vision techniques have been proposed to register the geometry and color of tiled projection-based display. These automated techniques use cameras to "calibrate" display geometry and photometry, computing per-projector corrective warps and intensity corrections that are necessary to produce seamless imagery across projector mosaics. These techniques replace the traditional labor-intensive manual alignment and maintenance steps, making such displays cost-effective, flexible, and accessible. In this paper, we present a survey of different camera-based geometric and photometric registration techniques reported in the literature to date. We discuss several techniques that have been proposed and demonstrated, each addressing particular display configurations and modes of operation. We overview each of these approaches and discuss their advantages and disadvantages. We examine techniques that address registration on both planar (video walls) and arbitrary display surfaces and photometric correction for different kinds of display surfaces. We conclude with a discussion of the remaining challenges and research opportunities for multiprojector displays  相似文献   

11.
Multi-projector displays allow the realization of large and immersive projection environments by allowing the tiling of projections from multiple projectors. Such tiled displays require real time geometrical warping of the content that is being projected from each projector. This geometrical warping is a computationally intensive operation and is typically applied using high-end graphics processing units (GPUs) that are able to process a defined number of projector channels. Furthermore, this limits the applicability of such multi-projector display systems only to the content that is being generated using desktop based systems. In this paper we propose a platform independent FPGA based scalable hardware architecture for geometric correction of projected content that allows addition of each projector channel at a fractional increase in logic area. The proposed scheme provides real time correction of HD quality video streams and thus enables the use of this technology for embedded and standalone devices.  相似文献   

12.
Information-rich virtual environments (IRVEs) have been described as environments in which perceptual information is enhanced with abstract (or symbolic) information, such as text, numbers, images, audio, video, or hyperlinked resources. Desktop virtual environment (VE) applications present similar information design and layout challenges as immersive VEs, but, in addition, they may also be integrated with external windows or frames commonly used in desktop interfaces. This paper enumerates design approaches for the display of enhancing information both internal and external to the virtual worlds render volume. Using standard Web-based software frameworks, we explore a number of implicit and explicit spatial layout methods for the display and linking of abstract information, especially text. Within the VE view, we demonstrate both heads-up-displays (HUDs) and encapsulated scenegraph behaviors we call semantic objects. For desktop displays, which support information display venues external to the scene, we demonstrate the linking and integration of the scene with Web browsers and external visualization applications. Finally, we describe the application of these techniques in the PathSim visualizer, an IRVE interface for the biomedical domain. These design techniques are relevant to instructional and informative interfaces for a wide variety of VE applications.  相似文献   

13.
Larger, higher resolution displays can be used to increase the scalability of information visualizations. But just how much can scalability increase using larger displays before hitting human perceptual or cognitive limits? Are the same visualization techniques that are good on a single monitor also the techniques that are best when they are scaled up using large, high-resolution displays? To answer these questions we performed a controlled experiment on user performance time, accuracy, and subjective workload when scaling up data quantity with different space-time-attribute visualizations using a large, tiled display. Twelve college students used small multiples, embedded bar matrices, and embedded time-series graphs either on a 2 megapixel (Mp) display or with data scaled up using a 32 Mp tiled display. Participants performed various overview and detail tasks on geospatially-referenced multidimensional time-series data. Results showed that current designs are perceptually scalable because they result in a decrease in task completion time when normalized per number of data attributes along with no decrease in accuracy. It appears that, for the visualizations selected for this study, the relative comparison between designs is generally consistent between display sizes. However, results also suggest that encoding is more important on a smaller display while spatial grouping is more important on a larger display. Some suggestions for designers are provided based on our experience designing visualizations for large displays.  相似文献   

14.
为解决海量 GIS 地图信息显示分辨率高、处理难度大等问题,研究了集群并行显示、WMS 服务、GIS渲染显示等技术,提出了以计算机集群并行计算为基础构建集群并行 GIS 拼接显示系统,采用 WMS 并行获取GIS数据信息、地图投影变换处理数据、OpenGL并行纹理渲染,进而实现GIS数据的超高分辨显示。实验结果表明,提出的集群并行GIS拼接显示系统可极大地提高地图显示分辨率、为海量GIS地图的超高分辨显示提供了可行的解决方案。  相似文献   

15.
In remote collaborative work via WAN, sharing and recognizing various high-quality visual contents such as photography, visualization image, and real video streaming is extremely important. Supporting a high-quality display of these contents on a large-scale display system is necessary to support intellectual remote collaborative work. However, these contents are currently magnified in low resolution on a general projector used as large-sized display equipment, and these equipments are difficult to display the contents with sufficient quality. In this paper, we have focused on the tiled display wall technology which configure a wide-area screen with two or more LCD and tried to display realistic high-resolution visual contents to solve these issues. We have constructed a tele-immersive environment with a tiled display wall, and have studied the availability for intuitive remote collaborative work by implementing various collaborative applications for the effective display of high-resolution contents as well as developing interaction techniques for enormous visual contents in this environment. As a result, we have showed that the practical use of a tiled display wall is useful in the construction of intellectual remote collaborative environment.  相似文献   

16.
Tiled multi-core architectures have become an important kind of multi-core design for its good scalability and low power consumption. Stream programming has been productively applied to a number of important application domains. It provides an attractive way to exploit the parallelism. However, the architecture characteristics of large amounts of cores, memory hierarchy and exposed communication between tiles have presented a performance challenge for stream programs running on tiled multi-cores. In this paper, we present StreamTMC, an efficient stream compilation framework that optimizes the execution of stream applications for the tiled multi-core. This framework is composed of three optimization phases. First, a software pipelining schedule is constructed to exploit the parallelism. Second, an efficient hybrid of SPM and cache buffer allocation algorithm and data copy elimination mechanism is proposed to improve the efficiency of the data access. Last, a communication aware mapping is proposed to reduce the network communication and synchronization overhead. We implement the StreamTMC compiler on Godson-T, a 64-core tiled architecture and conduct an experimental study to verify the effectiveness. The experimental results indicate that StreamTMC can achieve an average of 58% improvement over the performance before optimization.  相似文献   

17.
Variable-resolution display techniques present visual information in a display using more than one resolution. For example, gaze-contingent variable-resolution displays allocate computational resources for image generation preferentially to the area around the center of gaze, where visual sensitivity to detail is the greatest. Using such displays reduces the amount of computational resources required as compared with traditional uniform-resolution displays. The theoretical benefits, implementational issues, and behavioral consequences of variable-resolution displays are reviewed. A mathematical analysis of computational efficiency for a two-region variable-resolution display is conducted. The results are discussed in relation to applications that are limited by computational resources, such as virtual reality, and applications that are limited by bandwidth, such as internet image transmission. The potential for variable-resolution display techniques as a viable future technology is discussed.  相似文献   

18.
Polymer cholesteric liquid crystal (PCLC) flake technology is being developed as an alternative display technology for flexible, reflective particle displays. The motion of PCLC flakes suspended in a host fluid can be controlled with an electric field, creating a way to electrically control the flakes' ability to brightly reflect light that is circularly polarized. The PCLC flake/host fluid dispersion has been successfully microencapsulated both in a polymer matrix and in gelatin micro-capsules. Microencapsulation will not only expand the applications scope of the technology, but also may aid in addressing some potential problem areas that are inherent to many forms of particle display technology. A second important development in PCLC flake technology involves the manufacture of shaped flakes based on soft lithography techniques. The size and shape of a flake impact its reorientation, and uniformly shaped flakes respond in a similar manner. The unique reflective properties of PCLC flakes also provide possible applications in areas such as optics and photonics, switchable ‘smart windows’ or conformal coatings, and information displays such as ‘electronic paper.’  相似文献   

19.
桌面环境下拼贴显示的自动对准   总被引:2,自引:0,他引:2  
Grant Wallace  Han Chen  Kai Li 《软件学报》2004,15(12):1776-1786
通过拼贴一组投影仪来构建高分辨率显示系统已成为现在一个较实际的办法.但是,这样的高分辨率显示系统用途有限,因为它们需要在定制的并行机或个人计算机集群上运行一些专门开发的并行形象化程序才能实现.针对个人计算机桌面环境下的任意拼贴显示给出了一种自动对准机制,使得桌面用户可以在其上运行普通的桌面应用软件.该系统包括3个步骤:检测投影仪对齐失准,计算出纠正所需之变换,对桌面环境进行实时的变形.这样就允许用户在运行任何2D,3D或视频程序时无须作任何修改,也无须使用专门的硬件支持.实验结果表明,系统能够获得亚像素级的精度,并且能在系统性能衰减最小的情况下达到实时变形.  相似文献   

20.
Information structure and the relative efficacy of tables and graphs   总被引:2,自引:0,他引:2  
Meyer J  Shamo MK  Gopher D 《Human factors》1999,41(4):570-587
Users and system designers often prefer to display information with graphs rather than with tables. However, empirical studies that compared task performance with the two display types frequently revealed either an advantage of tables over graphs or no differences between the displays. This apparent contradiction may result from previous studies in which the importance of the structure that usually exists in displayed information is overlooked. We predict that graphic displays will have an advantage over tables when the displayed information has structure and when this structure is relevant for the task. These conditions generally exist in the actual use of information displays, but have seldom been assessed in experiments. In the present study participants in an experiment performed an information extraction task and a prediction task with unstructured or structured data and with different levels of prior information about the structure. The results showed that the information structure and prior knowledge about the existence of structure affected the advantage of graphic displays over tables when task performance depended on the use of structure. Existing approaches to the study of displays were analyzed in view of these findings. Actual or potential applications of this research include the development of better displays for process control and decision support and better operator training programs.  相似文献   

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