Cascaded Displays: Spatiotemporal Superresolution using Offset Pixel Layers
research.nvidia.com
research.nvidia.com
In 10 years the before example in a before/after vid will still look like it does in that video - just as it did 10 years ago.
The before example shots never seem to evolve - which makes me cynical about display technology demos I don't see in person.
I think one interesting aspect of this is that it couples spatial as well as temporal interpolation. This means that you get a higher resolution as well as a higher framerate, but on the downside seems to introduce additional artifacts depending on how these two interpolations interact.
I have not yet read the technical paper and only watched the video without sound, but from this video it seems that moving sharp edges introduce additional artifacts (can be seen when looking at the features of the houses in peripheral vision at 5:11 in the video). This is what you would roughly expect to happen if both pixel grids try to display a sharp edge, but due to their staggered update, one of these two edges is always at a wrong position.
This problem could probably somewhat alleviated through an algorithm that has some knowledge about the next frames, but this would introduce additional lag (bad for interactive content, horrible for virtual reality, not so bad for video).
I intend to read the paper later, but can anyone who already read it comment on whether they already need knowledge about the next frame or half-frame for the shown examples?
It definitely introduces a form of ghosting visible near the rear end of the motorcycle.
As for lag, I can already see John Carmack cringing! There may be an interesting effect though, in that the increase in apparent resolution is quadratic when the increase in computation is linear. Hardware-wise this possibly could be done straight in the double-buffering phase without additional lag if it can be made to race the beam.
Besides you don't need to 4x your display bandwidth, just double 1080p.
Just my guess.
If you look at the video, the prototype "implementation" is just two display panels laid on top of each other. There's also another one involving projectors which involved more complicated optical setups.
> Is it just one display being fed 2 low-resolution image streams?
Yes, this is the impression I got.
> And is there any effort required to synthesize the cascaded image?
Yes there is but that was achieved in real time with GPU acceleration.
Like the LCoS hack at the end of this video, the DLP backlight suffered from registration artifacts and other crazy limitations. It's still a nifty idea, though.
Since they're using off-the-shelf LCD displays for their prototype, I guess the final result is not yet flicker-free (they probably cannot show more than 60 fps, and thus not more than 15–30 high-resolution frames per second). Also evident as they're demonstrating the capabilities with 5- and 10-fps video. But that's just a matter of a higher refresh rate for the displays, I guess, unless computing the individual frames is too taxing for now (it doesn't seem to be, they do plenty of work in shaders, being NVidia and all).
Major benefits seem to be cost, simplicity and size; their prototypes were built as a head-mounted display and a small projector.
"The bare liquid crystal panel was affixed to the base plate, held in direct contact with the first LCD at a fixed lateral offset. As assembled, the front polarizer on the bottom LCD is crossed with the rear polarizer on the top LCD. Rather than remove the polarizers from the thin glass panels, we placed quarter-wave retarder film between the two (American Polarizers APQW92-004-PC-140NMHE): rotating the polarization state to restore the operation of the top LCD."
It's probably extremely basic knowledge for people familiar with polarization, but I didn't know it could be so simple.
Sounds like there are issues with parallax. Both head-mount and projectors have the benefit of a fixed viewer (or light-source, same thing) relative to the display. LCDs have depth, and at any other angle your offset is ruined. The tech is not likely coming to a desktop or laptop monitor any time soon.
Of course you can probably get around this. The two most obvious solutions being face tracking or paper-thin LCDs.
So, two panels can produce 4X the resolution, using only static images. But I'm guessing they'd have to sacrifice some bits in the luminosity domain to make it work.
The rest is math.
I expect NVidia to license this to monitor manufacturers to drive up demand for 4k-capable video cards.
This is a scientific/technical research paper for a computer graphics conference. It's not even near being a technology that ships.
There's a reason that there are so many "Nvidia only" technologies. Take the G-sync displays for example. It's a problem dating back to cathode ray tube display technology but to overcome it, it takes integration between the display controller hardware (in the graphics card) and the panel control electronics. Display manufacturers do not make the GPU hardware so the only option is for a GPU company to try to make the first step.
In the long run some of these technologies will become standard and widespread but someone has to take the first step and that must be economically viable.
However, before Nvidia announced G-sync (which requires special and expensive hardware), a group of companies lead by AMD submitted an addition to the DisplayPort standard called Freesync which does the same thing using existing hardware (and some monitors already in the wild could be theoretically upgraded to support Freesync with only a firmware update).
Nvidia (as a company that makes gamer-grade GPUs) will be required to support Freesync on their GPUs (no existing GeForce can do it according to Nvidia due to HW issues, AMD says Radeons that are GCN should be able to do it with driver updates) because VESA accepted the Freesync proposal and finalized it into the next Displayport spec (VESA/AMD announced it at CES 2014, shortly after Nvidia announced their much more expensive and proprietary G-sync).
I sincerely hope that these proprietary technologies will get put in a standard that will ship with several vendors. All the variable refresh rate demos I've seen look amazing.
But the point above still stands, it took the initial effort of the GPU companies to make progress happen on this. It would have been impossible for a display manufacturer, let alone a panel manufacturer to make this happen.
we have no problem making 4K Screens and Hardware isn't bound by it either.
I can see this being useful in gaming but not anything else. And my valid question got downvoted. :(
Personally, if this takes off, I can see it saving the XBox One's ass, as a lot of the complaints from gamers have been regarding it's inferior capabilities for rendering high-end games (It renders many games at 720p 30 frames/second, while Playstation 4 is able to crank out 1080p for the same titles), and also, play another factor in prolonging the shelf life of the present generation of consoles, by enabling them to deliver much better graphics with the same hardware. Kind of like what Normal Maps (among other things) did for Xbox 360 & PS3, you can see the difference in graphics between a game released in 2005 vs a game released in 2013 on the same hardware. Among a lot of other factors, that was why it took 7 years before we saw the next generation of consoles being released. Comparatively, the Xbox 360 came out within 4 years of the release of the original Xbox.
TL;DR - It's not about the display hardware itself, it's about the ease of rendering graphics to meet the demands of high-end display.
As a bonus, VR really wants crazy fast refresh rates as well.