Resolution 1 - Basics - Christie · Resolution 1 - Basics Gord Harris, Program Manager, ... Explain...
Transcript of Resolution 1 - Basics - Christie · Resolution 1 - Basics Gord Harris, Program Manager, ... Explain...
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Resolution 1 - Basics
Gord Harris, Program Manager, VisSim R&D, Christie
SIM University 2014
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Learning Objectives
• By the end of the session you should be able to: 1. Explain the basics of image resolution in simulators. 2. Recognize some factors and tradeoffs affecting dynamic
and static resolution. 3. Identify a few simple tools and tips for measuring and
specifying resolution in requirements.
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PART 1 - BASICS OF IMAGE RESOLUTION
Big idea: derive angle from distances
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Part 1 – What is resolution?
• What does “resolve” or “resolution” imply to you? • Typically it comes down to
distinguishing some kind of difference
• Differences are some kind of noticeable steps or changes you can discriminate
• For example, if we can only distinguish between two steps our discrimination is very coarse
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“heavy” or “light”?
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Example – cutting a pie into equal slices
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The resolution of our pie cutting increases as the number of slices goes up. The size of slices goes down.
360◦ 180◦ 120◦ 90◦
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Resolution – steps or differences you can distinguish in some quantity
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Lower Higher
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Resolution in distance – simple 6” rule limits.
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Two lengths at right angles define an angle in degrees. From latin de=“down” + gradus = “step or grade”
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http://wiki.answers.com/Q/What_is_the_origin_of_the_word_degree#slideshow_catimages=callout_0.0 and http://www.edenics.net/english-word-origins.aspx?word=DEGREE
ϴ
D
H
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Why is a circle divided into 360 “degrees”?
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http://mathforum.org/library/drmath/view/59075.html
• Babylonians used base 60 number system
• Perimeter of hexagon = 6 times radius r
• 6x60 = 360◦ • “convenient” to divide into
360 units called degrees • 360◦ also divides integrally
by many factors: 2,3,4,5,6,8,9,10,12,15 etc
60
60
60
r
r
r
r
r
r
r
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Resolution is hard to specify and can have many meanings. For our purposes it is “how close objects can be while still being distinguishable”.
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Source: Wikipedia
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Spatial resolution allows two point sources like double stars to be distinguished from one.
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Resolution starts with our eye’s capabilities.
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Eye resolution is not constant – it varies over the retina widely: 6 million cones, 100 million rods.
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Lens resolution ~ 1 arcmin. for wavelength 550nm, pupil diameter 2mm, focal length 20mm
Our eye can resolve around 1/60th of a degree.
1 minute of arc
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Remember one Arc Minute is 1/60th of a degree.
• A unit of angular measure equal to 60 arc seconds, or 1/60 of a degree
• The arc minute is commonly denoted ‘ or AM
• Not to confused with the symbol for feet
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http://www.wolframalpha.com/input/?i=arc+minute
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Snellen defined “standard vision” as the ability to recognize a letter when it subtended 5 minutes of arc. 20/20 is the smallest line a person with normal acuity can read at 20 feet.
2 AM/OLP
1 Optical Line Pair (OLP)
Snellen Chart
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20/20 image on retina
• Our Cone spacing determines resolution limits
• Normal vision resolves a letter E twenty feet away that is 8.9mm high
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Some pilots have better than 20/20 vision!
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www. Wolframalpha.com
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Height equation: Tan ϴ = Height/Distance
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D
H
Tan ϴ = H/D so ϴ= arctan(H/D)
ϴ
Inverse trig function
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Practical resolution considerations - DORI • Johnson’s Criteria for minimum
dimension of a military target, per dimension: • Detect: 1.0 lp(line pairs) • Orient: 1.4 lp • Aim: 2.5 lp • Recognize: 4.0 lp • Identify: 6-8 lp • Recognize 50% accuracy: 7.5
lp/height • Recognize 90% accuracy: 12
lp/height
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Source: W. Smith: Modern Optical Engineering, pg 376
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Example calculation – what system resolution is needed to clearly identify a 11 meter ship at 3km?
1. Calculate the angle ϴ subtended by the ship at this distance: • Tan ϴ = opposite/adjacent = Height/Range = 11m/3000m = 0.0037 • So arctan (0.0037) = 0.2101 degrees x 60 arcmin/deg = 12.605 AM
2. Now using Johnson criteria compute the system resolution: • 12.605 AM/ 6.4 OLP = 1.9695 AM/OLP • So we will need about 2 AM/OLP or eye limited resolution at about 10%
contrast modulation in our simulator to do this task!
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Remember: Different thresholds of resolution may be req’d for different tasks, various targets.
• We can’t tell you what you need for your training task…
• You should clearly specify resolution in arcmin/OLP similar to above
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Usually we apply some kind of “Kell Factor” or degradation fudge factor around 0.8 to allow for other losses and calculate ave. system resolution.
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Spatial Frequency -> % M
odul
atio
n
0
100
JND Limiting resolution
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Modulation Transfer Function (MTF)
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Limiting resolution
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MTF is more informative than a single “resolution” spec, but is much harder to measure.
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USAF 1951 Resolution Chart is very useful.
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Practical resolution considerations - text
• Photography of Text (eg: lowercase e): • Excellent: 8 lp (line pairs) per letter height • Legible: 5 lp/h • Decipherable: 3 lp/h
• Point sizes P are: • Upper case: 0.22P mm • Lower case: 0.15P mm
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Source: W. Smith: Modern Optical Engineering, pg 376
26 px or 13 lp
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The bigger the area under the MTF curve, the better – sometimes called “MTFA”.
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The final performance is limited by many factors – the MTF’s multiply together…
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DMD
Lens
Screen etc
IG & Database
Limiting Resolution
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Once we know what you want in AM/OLP we can design the best system to optimize MTFA & resolution.
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Class Exercise 1 – paper handout – 10 minutes
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PART 2 – FACTORS AND TRADEOFFS AFFECTING RESOLUTION
Big idea: Work hard to minimize losses through the image chain
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Major Factors affecting perceived Resolution
• Display Resolution • Number of Projectors • Projector Addressable
Resolution • Projector ANSI Contrast • Bit depth (bits/colour) &
Gamma • Projector/Lens Mount Stability • Lens MTF & aberrations • Lens Depth of Field & Focus • Lens Scheimpflug Adjust
• System Resolution • Field of View from DEP • Magnification • Screen curvature • Relative Motion • Update rate • On time (smear reduction) • IG antialiasing • Data Base resolution • Warping & blending • Temperature Stability
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Our biggest decision is number of projectors which determines blending & overall # pixels.
(8) WU EGG – 18 Mpixels (4) WU DualView – 9 Mpixels
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source: Wikipedia
Addressable resolution – you might want more pixels/device but more is not always better.
• Depth of Field on curved screens is worse for big formats
• Tiling smaller frustrums is more flexible
• Harder to drive 4K then 2K & blurs faster with motion
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Less is more? Not always when it comes to number of channels and projectors…
Single large projector limits DOF and placement
Multiple small projectors have better focus & flexibility
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Wide aspect ratio 4K projectors hit Depth of Focus limits faster than squarer aspect ratios.
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(S. Black, Fundamentals of Display Systems for Visual Simulations, IMAGE 2003)
The greater the contrast between projected white and black images, the better the modulation, MTF and perceived resolution.
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Contrast affects perceived resolution. More is better generally up to a limit of ~ 1000:1 perceived.
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Sturdy projector and lens mounts are essential to not lose resolution to vibration or backlash especially on motion base platforms.
Rugged StIM mount (3G) Stable 3DOF aimable mount
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Lens quality in general affects resolution
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• Optics close to diffraction limit are ideal
• Image of a star with great mirror or lens gives an Airy pattern for point spread function
• Lenses should resolve single pixel edges clearly
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Lenses with low spherical aberrations are good.
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Sharp optics should clearly resolve pixel edges and DMD dimple if critically focused.
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Lens Scheimpflug adjustment (tilt or “boresight”) is required if projector not perpendicular and image not tangent to screen.
• Geometric Modeling by Hesham Khairy.
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Resolution depends on accurate focus and Scheimpflug adjustment (“Boresight”)
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IMAX® Camera Hres = 69.6mm x 70cycles/mm x 2 pixels/cycle = 9.74 Kpixels across!
~10,000
~7,000
~ 70 Mpixels/frame!
Tradeoff 1 – Cost: Wide fields of view like IMAX require ~70Mpixels which costs a lot.
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10,800 arc minutes wide/ 2AM/OLP = 5400 OLP = 10,800 pixels wide
This is > 42 HD projectors for eye limited res!
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Tradeoff 2 – FOV. Wide FOV (Field of View) is still costly to achieve & narrower is cheaper.
• Tip: establish desired viewing distance first, then FOV, then choose no more pixels than eye limit
• (if you can afford it!)
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Tradeoff 3 – Resolution & contrast are degraded by RP screens.
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Thermal Shock & even gradual temperature changes can affect focus and hence resolution.
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Dynamic Resolution – fast motion degrades sharpness
• Commonly known as “smearing” or “motion blur”
• Interdependence between spatial/temporal resolution
• Interaction between eye/scene movement, blur, resolution, aliasing
• Improvements in static resolution will highlight the issues with ‘dynamic resolution
53 53 May 1, 2013
Source: Dave Kanahele
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Unlike real objects, some motion blur is unavoidable with frame based displays @ 60 fps
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Dynamic Resolution in Level D simulators – use moving bars at 10 deg/sec.
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Motion-Induced Blur 6 amin Resolution, 60 Hz
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Source: Dr Barbara Sweet, 2012
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Motion-Induced Blur
6 amin Resolution, 120 Hz
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Quality of warping and blending affects resolution in seam areas – AutoCal 3.0 helps!
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Resolution Error Budget • Upper limit set by Display Resolution of projector • Minus losses from IG database, antialiasing, motion smear • Minus losses from shake, vibration, poor mounts etc • Minus losses from lens MTF • Minus errors from limited depth of field at near/far screen limits • Minus MTF losses from screen itself (diffusion, specularity etc) • Minus losses in blend zones (overlaps, filter MTF etc)
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Paper Class Exercise 2 - Measuring dynamic resolution - Play 772 video
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C:\Users\Gharris\Documents\2013 GH CDS Documents\Videos 2013\Sim Tools 2013\Video 2 - EGG - P1140772.MOV
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PART 3 – TOOLS & TIPS FOR MEASURING RESOLUTION
Big idea: Even a ruler, stopwatch and some trig can get you answers
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Typical static measurement instruments Laser Theodolite Luminance meter Digital camera Tape measures Plumb bob & laser level Test patterns, generators
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http://upload.wikimedia.org/wikipedia/commons/2/2e/Sokkia_1.JPG
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Tools and tips for measuring resolution
If you have ability to program your own IG database: 1. Generate your own large white bars separated by black bars (for
example maybe 1 meter wide by 10 meters high. Say ~11 white bars separated by 10 black bars maybe)
2. Drive or fly IG eyepoint to a distance in meters where you observe a JND from proper DEP in simulator (just barely count cycles)
3. Calculate the angular resolution via the height/distance equation and assume that modulation to be ~10-20%
4. Translate into arc minutes per optical line pair (AM/OLP) as your limiting resolution
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Source: Werner Kraemer, private communication
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Step 1 – generate Sample test geometry with 1m x 10m bars.
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Step 2 – fly out to where you can just barely resolve bars and measure distance from DEP
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Step 3 – Calculate angle ϴ from height equation
• Say one bar pair = H = 2m = 1 OLP
• Say you can just barely resolve these from D = 200m (say out of focus)
• Then tan ϴ = H/D • = 2/200 = 0.0100 • So ϴ =arctan(0.0100)
= 0.5729 degrees
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Step 4 – translate into arc min/OLP
1. Calculate the angle ϴ in AM subtended by one OLP at this distance: • One degree = 60 AM (Arc Minutes) • Therefore 0.5729 degrees = 0.5729 deg x 60 AM/deg =34.3763 AM
2. So our measured system resolution in the simulator is: • 34.4 AM/ 1 OLP = 34 AM/OLP • This is really bad compared to eye limit of 2 AM/OLP so you
would have to go back and figure out what was wrong (eg focus)
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Summary – Key ideas to remember 1. Please specify limiting resolution in
AM/OLP (Arc Minutes per Optical Line Pair) needed for your task.
2. Temporal Resolution (Dynamic Resolution - Update rate and smear reduction) are just as important as static resolution.
3. Height equation: Tan ϴ = Height/Range may be used to convert distances into angles and vice versa to calculate Arc Minutes.
4. Minimize MTF losses at every stage of simulator.
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Reference 1 – practical info on real optics tests
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Reference 2 – using HVS to inform design
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Reference 3 – great overall book on displays! Hainich/Bimber, 2011 www.displaybooks.info
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Reference 4 – more advanced MTF testing
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Reference 5 – for the real optical keeners (big) Smith, Warren. Modern Optical Engineering, McGraw Hill, 2000
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Other Sources/References 6. Hubel, David. Eye, Brain and Vision, Scientific American, 1988 7. Howard, IP. Seeing in Depth: Depth perception. Toronto: Porteous , 2002 8. Keller, Peter, Electronic Display Measurement. Wiley SID, 1997 9. Maeda, John. The Laws of Simplicity, MIT 2006 10. Preim, Berhard, Visualization in Medicine , Morgan Kaufmann Elsevier 2007. 11. Duree, Galen, Optics for Dummies, Wiley, 2011.