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Compressive Displays
Combining Optical Fabrication, Computation, and Perceptual
Tricks to Build the Displays of the Future

Gordon Wetzstein
MIT Media Lab
media.mit.edu/~gordonw
displayblocks.org
Evolution?
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1928

2013
displayblocks.org
Images: Wikipedia, Shinya Yoshioka
Nature
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Image: Desafio Monteverde and Arenal Volcano Tours Costa Rica
Nature

Image: National Geographic
Three-layer Tensor Display
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Compressive Light
Field Displays
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viewer moves right
viewer moves down

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4D Light Field
Compressive Displays

Display Optics

Computational
Processing
Some Depth Cues of the HVS

binocular disparity

convergence

current glasses-based (stereoscopic) displays
near-term: compressive light field displays
longer-term: holographic displays

motion parallax

accommodation/blur
Parallax Barriers – Ives 1903

barrier

2D display

• low resolution & very dim
• switchable 2D/3D with LCDs
lenslets

Integral Imaging – Lippmann 1908

2D display

• brighter than parallax barriers
• always low resolution, even for 2D
Next-generation Displays

computation

optics & electronics
interaction

human visual
system
Structural Formula for Compressive Display Innovation

M

N

C

N

U

C
O

C

multiplexing
nonlinear
compression
optimization
user experience
content
community
next
I. Multiplexing
Multiplexing

Most displays are 2D!

Spatial Multiplexing
Space vs Time
visual acuity / retina display: 20/20 = 1 arc minute
@ 10” need >300 dpi
multiplexing requires 300++ dpi

flicker fusion threshold: 20-60 Hz (depends on light)
LCDs: 120-240 Hz
DMDs, ferroelectric LCDs: KHz

much easier with currently available hardware!
Combine Space and Time

mask 2

mask 1

Conventional Parallax Barriers
Combine Space and Time

mask 2

mask 1

Time-shifted Parallax Barriers [Kim et al. 2007]
High Resolution through High Speed
I. Multiplexing
Use temporal multiplexing if you can!
II. Nonlinear Pixel Interaction
& Coupling
mask 2

mask 1

Conventional Parallax Barriers
nonlinear
l = p1*p2
p2

mask 2

mask 1

blocked!

p1

Conventional Parallax Barriers
linear
l = p1+p2
p2

mask 2

mask 1

not blocked!

p1

Additive Layers / Most Volumetric Displays
e.g., LEDs or transparent OLEDs
Holography – Nonlinear Interaction
plane wave
emitted wavefront: U(x)

received intensity:

I(x) = T {U(x)}

2

= Re {T {U(x)}} + Im {T {U(x)}}
2

hologram

2

screen or retina
Holography – Coupling
plane wave

æ
x'ö æ
x'ö
W (x, u = l sin(q )) = ò t ç x + ÷ t ç x - ÷ e2 p ix'u dx '
è
2ø è
2ø
Fourier transform of all points interacting
with each other!
hologram

nonlinear interaction & pixel coupling!
Layered 3D – SIGGRAPH 2011

attenuation layers with
spacers
backlight
Layered 3D – SIGGRAPH 2011

mask K
…
mask 2

mask 1
Layered 3D – SIGGRAPH 2011

l = p1*p2*…*pK

mask K

pK

…
mask 2

mask 1

p2

p1
Layered 3D – SIGGRAPH 2011

mask K

…
mask 2

mask 1
Tensor Displays – SIGGRAPH 2012

Reconfigurable

directional backlight

three layer
Three Layer Prototype
Directional Backlight Prototype
Tensor Displays – Directional Backlight

Perceptual Integration

mask 2
microlens array
mask 1

time
view from above

LCD with directional backlight, rank 6

LCD + directional BL

conventional lenslets
LCD with directional backlight, rank 6 (as seen by obserer)
Filmed with High-speed Camera

directional backlight

front LCD
Polarization Fields – SIGGRAPH ASIA 2011
four stacked liquid crystal panels

two crossed polarizers
Polarization Fields – SIGGRAPH ASIA 2011
design optimization
LCD 3

LCD 2

LCD 1

backlight

• eliminate redundant polarizers
 sequentially-crossed design
Polarization Fields – SIGGRAPH ASIA 2011
design optimization
LCD 3

• eliminate redundant polarizers
 use sequentially-crossed

LCD 2

• exploit field-sequential color
 0.33 = 2.7% brightness

LCD 1

backlight
Polarization Fields – SIGGRAPH ASIA 2011
design optimization
LCD 3

• eliminate redundant polarizers
 use sequentially-crossed

LCD 2

• exploit field-sequential color
 0.33 = 2.7% brightness

LCD 1

• further optimize polarizers
 minimum is a crossed pair

backlight
Polarization Fields – SIGGRAPH ASIA 2011
f3

LCD 3

f2

LCD 2

f1
LCD 1

backlight

image formation
K

Q(x, q ) = åfk (x, q )
k=1

L(x, q ) = sin 2 (Q(x,q ))
II. Nonlinear Pixel Interaction
& Coupling
Design optical systems that provide

nonlinear pixel coupling!
III. Compression
Which Light Field is More Compressible?

a

b
Which Light Field is More Compressible?

a

b
Compressive
Optics
16:9 media window

This slide has a
Display-adaptive
Compression

Computed Tomography

4D Light Field

Nonnegative Tensor
Factorization

Uniform or
Directional Backlight

Stacked Layers
(LCDs or Transparencies)

Observer = Decoder
Give those Pixels a Break!

Applied Mathematics

Benefits for Optics & Electronics

• sparse optimization

• fewer pixels

• low-rank factorization

• relaxation on refresh rate

• …

• thinner form factors

• …
From Conventional to Compressive Displays

mask 2
mask 1

Conventional Parallax Barriers

t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays

mask 2
mask 1

Time-shifted Parallax Barriers [Kim et al. 2007]
High Resolution through High Speed
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays

Perceptual Integration

time

Time-shifted Parallax Barriers [Kim et al. 2007]
High Resolution through High Speed
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays

mask 2
mask 1

High-Rank 3D [Lanman et al., SIGGRAPH Asia 2010]
Compression in Time – Nonnegative Matrix Factorization
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays

Perceptual Integration

time

High-Rank 3D [Lanman et al., SIGGRAPH Asia 2010]
Compression in Time – Nonnegative Matrix Factorization
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays
mask K
…
mask 2

mask 1

Layered 3D [Wetzstein et al., SIGGRAPH 2011]
Compression in Pixels & Depth – Computed Tomography
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays
mask K
…
mask 2

mask 1

Layered 3D [Wetzstein et al., SIGGRAPH 2011]
Compression in Pixels & Depth – Computed Tomography
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays
mask K
…
mask 2

mask 1

Layered 3D [Wetzstein et al., SIGGRAPH 2011]
Compression in Pixels – Computed Tomography
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays
…

Perceptual Integrat

…
…
time

Tensor Displays
Compression in Time & Pixels –Tensor Factorization
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays
…

Perceptual Integrat

…
…
time

Tensor Displays – Multilayer & Directional Backlighting
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
From Conventional to Compressive Displays

thin!

Perceptual Integrat

time

Tensor Displays – Directional Backlighting
t

Parallax Barriers
1903

Time-Shifted
Parallax Barriers 2007

HR3D
SIG Asia 2010

t

Layered 3D
SIGGRAPH 2011

Tensor Displays
SIGGRAPH 2012

t
III. Compression
Design new optical architectures that
directly exploit data compression!
IV. Optimization
via High-performance Computing
Layered 3D – SIGGRAPH 2011

attenuation layers with
spacers
backlight
Computed Tomography (CT)
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Image: Wikipedia

x-ray sensor

3D Reconstruction
x-ray source

Reconstructed 2D Slices
Computed Tomography (CT)
This slide has a 16:9 media window
Tomographic Light Field Synthesis
image formation
virtual planes
x

L(x, q ) = e

-

ò c m (r )dr

log ( L ( x, q )) = - ò m (r)dr

attenuation volume

c

backlight

tomographic synthesis
2D light field

argmin log( L) P
0

x

2
2
Tomographic Polarization Field Synthesis
virtual planes

f3

LCD 3

f2

LCD 2

image formation
K

x

f1

Q(x, q ) = åfk (x, q )
k=1

L(x, q ) = sin 2 (Q(x,q ))

LCD 1

tomographic synthesis

backlight

Q(x,q ) = ±sin-1

2D light field

(

argmin Q - Pf

fmin £f £fmax

x

)

L(x, q ) mod p

2
2
Low-rank Light Field Factorization

light field
two-layer light field display

L(
front layer
fm(2)(
rear layer
backlight

fm(1)(
Low-rank Light Field Factorization

two-layer light field display

front layer

front layer
fm(2)(
rear layer
backlight

Lanman et al. – SIGGRAPH Asia 2010

fm(1)(

rear layer

L(

`

rank-1
Low-rank Light Field Factorization

high-speed LCDs = perceptual average
two-layer light field display

L(
front layer
fm(2)(
rear layer
backlight

Lanman et al. – SIGGRAPH Asia 2010

fm(1)(

`

rank-4
Low-rank Light Field Factorization

high-speed LCDs = perceptual integration

G
~
L

FG

Lanman et al. – SIGGRAPH Asia 2010

F

~
`
L

rank-4
Low-rank Light Field Factorization

arg min L - FG Wfield F,G ³ 0
, for
emitted light
2

F,G

`
L

=

G
F
Low-rank Light Field Factorization

light field
light field tensor

multi-layer light field display
L(

fm(3)(
middle layer
fm(2)(
rear layer
backlight

fm(1)(

rear layer

front layer

L(
Low-rank Light Field Factorization
Target Light Field Tensor

Rank-M Approximation

nonnegative tensor
factorization (NTF)

+ ... +

+
frame 1

perceptual
integration

frame 2

frame M
Low-rank Light Field Factorization
nonlinear (multilinear)
optimization problem
iterative update rules
(see paper for details)

Efficient GPU Implementation

forward projection (multiview rendering)

back projection (projective texture mapping)
IV. Optimization
via High-performance Computing
Find optimal pixel states via optimization!
V. User Experience
medical?

Nvidia

University of Louisiana

entertainment?

Gregg Favalora’s Perspecta

James Cameron’s Avatar

What’s the Killer App of 3D Displays?

scientific visualization?

games?
(Interactive) Experiences!

leap motion

ms kinect
Vision-correcting Display
unfortunately, this content is not public at the moment
V. User Experience
Design user experiences, not devices!
VI. Community
displayblocks.org

Code, data & instructions online!
VI. Community
Let’s share our knowledge!
VII. Content
Content Generation
Live Action

consumer light field
cameras

camera rigs

Rendered Footage
Lytro Light Field Camera
sensor

Lytro Light Field Camera

lenslets
Compressive Light Field Photography – SIG 2013
Exploit
redundancy

Sparsify

Preserve
information

Compressive
Reconstruction

Light Field Atoms

Mask-based
Light Field Coding
Prototype Setup with a Variable Mask

LCoS

Virtual sensor

Polarizing
Imaging Beamsplitter
Lens

Camera
Image sensor
Display-Adaptive Image Synthesis – SIG 2013

“conventional pipeline”

1. render trillions of rays
2. large-scale optimization
3. display pixel states
Display-Adaptive Image Synthesis – SIG 2013
Display-Adaptive Image Synthesis – SIG 2013
samples

simulation

prototype

1-3% of rendered & optimized samples = same quality
VII. Content
Content is crucial!
How you capture / render it too!
VIII. What’s Next?
Accommodative Depth Cues
Transactions on Graphics 2013
Compressive
Superresolution Display
unfortunately, this content is not public at the moment
Compressive
Light Field Projection
unfortunately, this content is not public at the moment
Head-mounted Displays

Google Glass

Oculus Rift

Avegant Glyph

Nvidia Near Eye Display
Structural Formula for Compressive Display Innovation

M

N

C

N

U

C
O

C

multiplexing
nonlinear
compression
optimization
user experience
content
community
next
Gordon Wetzstein
MIT Media Lab

media.mit.edu/~gordonw
displayblocks.org

collaborators:
Matt Hirsch (MIT)
Doug Lanman (NVIDIA)
Andrew Maimone (UNC)
Felix Heide (UBC)
Fu-Chung Huang (UC Berkeley)
Vincent Lee (MIT)
James Gregson (UBC)
Brian Barsky (UC Berkeley)
Henry Fuchs (UNC)
Ramesh Raskar (MIT)
Wolfgang Heidrich (UBC)

code, data & instructions online
use Layered 3D in your class!

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Keynote - SPIE Stereoscopic Displays & Applications 2014

Editor's Notes

  1. Use the original video clips in higher res and the same layout but better quality and not this!Get rid of the gray background as well
  2. Use the original video clips in higher res and the same layout but better quality and not this!Get rid of the gray background as well