Low‐Cost Subpixel Rendering for Diverse Displays

Low‐Cost Subpixel Rendering for Diverse Displays
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DOI:
10.1111/cgf.12267
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发表时间:
2014-02
影响因子:
2.5
通讯作者:
T. Engelhardt;T. Schmidt;J. Kautz;C. Dachsbacher
T. Engelhardt;T. Schmidt;J. Kautz;C. Dachsbacher
中科院分区:
计算机科学4区
文献类型:
--
作者:
T. Engelhardt;T. Schmidt;J. Kautz;C. Dachsbacher

文献摘要

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子像素渲染通过考虑给定显示器的子像素结构来增加表观显示分辨率。本质上,每个子像素都是单独寻址的,从而允许对底层信号进行更密集的采样。不幸的是,幼稚的子像素采样会引入颜色混叠,因为每个子像素只显示特定的颜色(通常使用R、G和B子像素)。如先前的工作所示,考虑到人类视觉系统的敏感性,可以显著减少色彩混叠。在这项工作中,我们找到了一组不同的1D和2D子像素布局图案的子像素着色的最佳过滤器。我们证明,这些最佳滤波器可以近似解析函数。我们将我们的过滤器集成到基于GPU的多样本抗锯齿中,以极低的成本(高清分辨率下的过滤时间为1-2 ms)实现子像素渲染。我们还表明,纹理过滤可以适应执行有效的子像素着色。最后,我们分析了我们进行的用户研究的结果,该研究支持通过使用我们的最佳过滤器,可以为不同的显示布局实现更高的视觉保真度。
Subpixel rendering increases the apparent display resolution by taking into account the subpixel structure of a given display. In essence, each subpixel is addressed individually, allowing the underlying signal to be sampled more densely. Unfortunately, naïve subpixel sampling introduces colour aliasing, as each subpixel only displays a specific colour (usually R, G and B subpixels are used). As previous work has shown, chromatic aliasing can be reduced significantly by taking the sensitivity of the human visual system into account. In this work, we find optimal filters for subpixel rendering for a diverse set of 1D and 2D subpixel layout patterns. We demonstrate that these optimal filters can be approximated well with analytical functions. We incorporate our filters into GPU‐based multi‐sample anti‐aliasing to yield subpixel rendering at a very low cost (1–2 ms filtering time at HD resolution). We also show that texture filtering can be adapted to perform efficient subpixel rendering. Finally, we analyse the findings of a user study we performed, which underpins the increased visual fidelity that can be achieved for diverse display layouts, by using our optimal filters.