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Originally Posted by guidryp /t/1429546/arduino-scanning-backlig...o-interpolation-crt-like-motion#post_22417807
I agree that experimentation has it's own value, so in that light, sure what the heck, if get it running try everything you can.
But I think characterizing this as 960/1920 Hz simulation is mistaken. An actual 1920Hz CRT would likely look more like a Sample and Hold display than a conventional CRT.
Correct, unless you display a discrete frame for each refresh (e.g. 1920fps).
But that's insane, and we don't need that. We only need to black out the intermediate samples, and the persistence of vision (flicker fusion) does the rest.
CRT's running at 60Hz actual native refresh already have approximately a "1000Hz equivalence" if it has a 1ms phoshor decay.
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CRTs were sharp in motion because unlike reality, they benefit from the stroboscopic effect freezing the action. If you actually ran a CRT at 960Hz it would no longer be exhibiting a stroboscopic effect that humans, or even birds and insects for that matter, could detect.
It is worth pointing out that motion blur is enhanced by many methods, including non-stroboscopic methods too. Examples:
1. Display at interpolated X frames per second (e.g. 240 frames per second).
Effect: Store and hold, but 240 discrete samples
2. Display store-and-hold displaying a native 240 frames per second.
Effect: Store and hold, but 240 discrete samples
3. Display strobed at 1/X second (e.g. 1/240th of a second), from a 60Hz signal.
Effect: Stroboscopic, 60 discrete samples with intermediate samples blacked out. Persistence of vision and flicker fusion, blends the motion.
4. CRT scanned at 240 Hz from a 240fps signal. Stroboscopic with all intermediate samples.
Effect: Stroboscopic, 240 discrete samples.
Tiny interesting note: Despite the similarity of the above situation, #4 has less motion blur than #1/2/3 because of CRT strobing each pixel at 1/1000sec (phosphor decay). Basically, #1/2/3 have similar motion blur perceived by human eye (1/240sec samples), while #4 has less motion blur (1/1000sec samples)
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What I am saying will likely be controversial to many. But at some refresh rate (below 960Hz) Motion blur on a CRT would get worse the higher the refresh rate, until it essentially equaled a S&H display.
A thought experiment:
Sitting in your living room on a bright sunny day with lots of natural light.
Grab a book or something with some print and start moving it back and forth in front of your face. It will blur.
Repeat at night with an adjustable strobe light. At slow flash rate, the strobe will freeze it, and the print and it will be sharp.
As you increase the strobe rate at some point, you can't see the strobing anymore, and it will be back to like it looked in daylight: Blurred.
To benefit from the stroboscopic effect, it has to be close to a frequency where you can actually, detect it, or it must interact, with some other element to create artifacts that you can detect.
None of this evidence of higher speed human vision that the Flicker Fusion Threshold. I see DLP rainbows as well, but that is a lower frequency artifact. When two (or more) higher frequency elements interact you get lower frequency artifacts. They are beat frequency/aliasing artifacts.
I understand what you are saying. I can wave my hand in front of a LCD with 180Hz PWM, and I see the discrete samples instead of a continuous blur. Same effect as you are describing.
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High speed flash is a particular poor example, and the reason is in your own statement. Integration. The integration time, or the time our visual system averages inputs is on the order of 10-20 ms. That means your really can't detect events spaced closer than that, or they will blur together. A single isolated flash is not a test of speed. The measure of speed would be how much time must elapse between two flashes, so they would be distinguishable from one. 10-20ms (50-100Hz).
I think you misinterpreted my use of the word "speed". Everything I wrote is about one flash sample per refresh, so the shorter the flash sample, the higher the simulated "Hz", even if it is a single 1/960sec flash followed by a long delay until the next refresh. So really, we're talking about the same thing in a way. Flicker fusion blends the flash samples together into one consistent, continuous motion. So you're correct here.
However, when I meant speed, I meant shorter strobe lengths (While keeping the strobe cycle constant). In this case, shorter strobes continues to reduce motion blur even when you shorten the strobes shorter than 1/120 second. (you're not strobing more frequently, just strobing shorter and more intense bursts of light, in a scanning backlight). To see the benefits of "240Hz" vs "480Hz" vs "960Hz" (sample length measurement, not actual frequency measurement), you need to see material that meets three criteria: (1) Fast pans (2) Non-blurred frames(fast camera shutter) and (3) framerate matches native refresh rate of display signal. If any one of the 3 conditions are not met, going beyond 120 is usually quite useless. But if you meet all 3 conditions, the benefits of going beyond 120 suddenly becomes very clear (even with diminishing point of returns).
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What? Motion Blur IS flicker fusion.
Wrong -- Not necessarily! Motion blur is caused by multiple factors. Including factors other than stroboscopic effect. Motion blur can be caused by eye tracking -- and that's the _main_ cause of motion blur on LCD! NOT LCD response, NOT flicker fusion!
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Flicker fusion gives and indication of the integration time of our visual system as does motion blur, they are the same phenomena and both point to a visual system that integrates over 10-20ms.
Yes, but you're
missing "persistence of vision" -- motion blur CAUSED by eye tracking (not caused by flicker fusion)
Your eyes do NOT behave like digital stepper motors!
Your eyes don't stop moving during a refresh. Your eyes are continuously tracking across the screen in a continuous and analog manner, so DIFFERENT rods/cones in your retina are integrating a different part of the image in motion, leading to motion blur caused by eye tracking. The image smears across your retina as you track. Even if it's 1/480 second later, at a high-contrast edge, a different set of cones/rods are doing integrating as the image smears across your field of vision. That's HOW you can see reduced motion blur at "240Hz", "480Hz", "960Hz". By having shorter strobes, you're limiting integration to closer to the same cones/rods (sharper) rather than spreading over more cones/rods in your retina. Flicker fusion takes over the rest to blend the consecutive images. Your eyes are integrating multiple stacked blurred images at slower strobes (e.g. 1/240) and you're integrating multiple stacked sharper images at faster strobes (1/960). See, flicker fusion has nothing to do with tracking-based motion blur.
You neglected to consider eye-tracking-caused motion blur
Digital Camera Experiment You Can Try
Tracking-caused motion blur. Metaphorically, your eyeballs are roughly akin to a slow-shutter digital camera. Now, get a good SLR digital camera with manual adjustments. Go into a windowless room. Shaking/panning the camera will be equivalent to eye tracking. Now try this experiment.
1. Configure the camera to 1/10sec shutter speed, flash turned off, but room lights turned on. It's going to integrate over a long period. Intentionally pan the camera while you are taking a picture. What happens?
The picture is blurry because of the slow shutter.
2. Configure the camera to 1/10sec shutter speed, flash turned on, but room lights turned off. It's still going to integrate over a long period. Intentionally pan the camera while you are taking a picture. What happens?
The picture is sharp despite the slow shutter.
Gasp!
Impossible, you say? Not so fast buddy -- what happened is that even though the camera was integrating over a long 1/10sec period, the flash is faster than 1/10sec. There was no light caught during the integration period, except for the light caught from the flash!
This is a very similar principle for motion blur reduction using strobed (flash) backlight. You've eliminated eye-tracking-based motion blur. The shorter the strobe, the less opportunity for eye-tracking-caused motion blur to blur the image.
Corollary: Additional note: Your eyes are continuous open shutters. The display gives you multiple consecutive images. You're tracking objects in a fast panning scene. As you track an object, your eyeballs are integrating consecutive frames. So for store-and-hold, you're integrating a frame now blurred by eye-tracking based motion. (for THIS motion blur, there's no motion blur caused by flicker fusion here). But for strobed, you're integrating consecutive strobed frames while tracking an object in a panning scene. Shorter strobes will have less motion blur because you'll have less eye tracking motion during each strobe, the shorter the strobes are. That's less motion blur since you're no longer smearing as much to different retina rods/cones. Integration stays more on the same retina rods/cones. The stacked integration is sharper! Your eyes are not digital stepper motors while you're tracking an object in a fast-moving pan.
Good examples for telling apart "240/480/960" simulation is video material from HDTV cameras taken with a short shutter speed -- fast car racing pans in bright light, ski racing on sunny slopes, football field goal kick on a sunny day, fast turn left/right in FPS shooter games, fast horizontal panning in platformer games, etc) I know, I've been able to tell apart 240/480/960 simulation (and their progressive further motion blur elimination) on specific kinds of material like these! (Of course, "960" simulation is useless for HDTV material taken at slow shutter speeds such as 1/100sec -- the camera blur now becomes the limiting factor) Also, in the HDTV era, studios have often started to use smaller cameras and longer shutter speeds, than the gigantic NTSC cameras of yesteryear. So shutter speeds are often longer than during the NTSC era. So you do need to actively seek out HDTV footage taken at short shutter speed. Yes, you do need to test *specific* material in order to tell the motion blur. You need a fast shutter for non-blurred frames. (1) Fast pans (2) Non-blurred frames (3) framerate matches native refresh rate of display signal. If any one of the 3 conditions are not met, going beyond 120 is usually quite useless. But if you meet all 3 conditions, the benefits of going beyond 120 suddenly becomes very clear (even with diminishing point of returns).
There are many academic papers that cover eye-tracking-based motion blur (a separate motion blur issue from flicker fusion). For example, in this
academic paper , the diagram note says:
Figure 1: A depiction of hold-type blur for a ball moving with a translational motion of constant velocity. In the top row we show six intermediate positions at equal time intervals taken from a continuous motion. The empty circles denote the eye fixation point resulting from a continuous smooth-pursuit eye motion that tracks some region of interest. For each instance of time, the same relative point on the ball is projected to the same location in the fovea, which results in a blur-free retinal image. The central row shows the corresponding hold-type display situation. Here, the continuous motion is captured only at the two extreme positions. Frame 1 is shown during a finite amount of time, while the eye fixation point follows the same path as in the top row. This time, different image regions are projected to the same point on the retina. Temporal integration registers an average color leading to perceived blur as shown in the bottom row.
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You can pretty much stop here
Incorrect -- it's very easily detectable beyond 120fps when you look at proper material (e.g. fast pans of
[email protected], fast scrolling ticker text, fast left/right motion in FPS shooters). It is also proven by academic papers, and also by the above digital camera experiment above, and ALSO I have been able to easily tell apart 120fps/240fps/480fps in the scrolling ticker tests. There are demo modes Have you been in Best Buy lately? There's a demo mode on some displays that allows you to test motion blur reduction. The difference is very clearly noticeable in the 60Hz-120Hz-240Hz-and-up in the demo mode enabled on some of these models, for scrolling tickers. Also, it is consistent with the information found in my references.
So let me re-iterate:
Fact #1: Store-n-hold display, no flicker at all.
Discrete 120fps at 120Hz has 50% less motion blur than 60Hz
Discrete 240fps at 240Hz has 75% less motion blur than 60Hz
Discrete 480fps at 480Hz has 87.5% less motion blur than 60Hz
All proven human eye noticeable. No flicker fusion involved!
For fast motion moving at 1 inch every 1/60th second:
At 60fps, the motion blur is 1" thick. No flicker fusion involved.
At 120fps, the motion blur is 0.5" thick. No flicker fusion involved.
At 240fps, the motoin blur is 0.25" thick. No flicker fusion involved.
At 480fps, the motion blur is 0.125" thick. No flicker fusion involved.
I have seen it with my eyes too! (Many new HDTV's have interpolation modes)
Fact #2: Strobed display such as CRT or scanning backlight/BFI
1/120sec flash once per refresh, for 60Hz+60fps, reduce motion blur by 50%
1/240sec flash once per refresh, for 60Hz+60fps, reduce motion blur by 75%
1/480sec flash once per refresh, for 60Hz+60fps, reduce motion blur by 87.5%
All proven human eye noticeable. Yes, flicker fusion involved, but it the fusion threshold has no effect in motion blur reduction -- that is persistence of vision from eye tracking (diagram on page 3 of academic paper )
For fast motion moving at 1 inch every 1/60th second, on
[email protected] signal.
At 1/60sec strobe once per refresh, the motion blur is 1" thick. Tracking-based blur, not caused by flicker fusion.
At 1/120sec strobe once per refresh, the motion blur is 0.5" thick. Tracking-based blur, not caused by flicker fusion.
At 1/240sec strobe once per refresh, the motoin blur is 0.25" thick. Tracking-based blur, not caused by flicker fusion.
At 1/480sec strobe once per refresh, the motion blur is 0.125" thick. Tracking-based blur, not caused by flicker fusion.
I have, also, seen it with my eyes too! (Many new HDTV's have scanning modes)
However, you are right in one small thing: It is true that beyond a flicker fusion threshold, extra fps is quite useless if you've completely eliminated eye-tracking-based motion blur (an LCD problem that has nothing to do with flicker fusion threshold). Which means for a 1/960sec strobed backlight,
[email protected] looks the same as
[email protected], looks the same as
[email protected] However, it would look different from 1/480sec strobed backlight at all of these (
[email protected],
[email protected],
[email protected]). So 120Hz native refresh rate (discrete refreshes) is probably approximately the final frontier for native refresh rate, and you can just eliminate all the remainder of motion blur using one shorter single flash per frame (to eliminate eye-tracking-based motion blur). On this minor subheading of a point about flicker fusion, you are right about the flicker fusion threshold.
HOWEVER, your blanket statement "motion blur is flicker fusion"
IS FALSE since there are multiple factors affecting motion blur other than flicker fusion. Yes, flicker fusion is one factor, but it is JUST one factor. Therefore, the reset of your post is false, especially if you do the slow digital camera experiment illustrated above. The human-visible diminishing point of returns do not stop at 120Hz. (I can already tell apart motion blur reductions from 120Hz / 240Hz / 480Hz, so it's already clearly and easily proven by my own senses already, and the information in the academic papers agree with me)
On the final note, I suggest you do the digital camera test:
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Digital Camera Experiment You Can Try
Tracking-caused motion blur. Metaphorically, your eyeballs are roughly akin to a slow-shutter digital camera. Now, get a good SLR digital camera with manual adjustments. Go into a windowless room. Shaking/panning the camera will be equivalent to eye tracking. Now try this experiment.
1. Configure the camera to 1/10sec shutter speed, flash turned off, but room lights turned on. It's going to integrate over a long period. Intentionally pan the camera while you are taking a picture. What happens? The picture is blurry because of the slow shutter.
2. Configure the camera to 1/10sec shutter speed, flash turned on, but room lights turned off. It's still going to integrate over a long period. Intentionally pan the camera while you are taking a picture. What happens? The picture is sharp despite the slow shutter.
Gasp! Impossible, you say? Not so fast buddy -- what happened is that even though the camera was integrating over a long 1/10sec period, the flash is faster than 1/10sec. There was no light caught during the integration period, except for the light caught from the flash!
P.S. I like motion blur for 35mm film. It's the way it is supposed to be. But I hate motion blur in video games. (And things like trying to read while scrolling browser window -- something I used to do on CRT computer monitor but not LCD due to scrolling being blurred). That's why I want CRT-like quality on an LCD for video games, too. A big reason I'm starting the Arduino scanning backlight project. It's already technologically possible to reduce motion blur by 90% using a scanning backlight. Also, I suggest booking an airfare to CES or CEDIA; some people (when asked) will be happy to show you precise optimized demo material that clearly distinguishes 120Hz / 240Hz / 480Hz / etc. (scrolling ticker text tests, high speed smooth 60fps pans, etc), allowing you to subsequent disbelieve what you said in your post. You're also additionally welcome to purchase an airfare to visit to see the scanning backlight, once it's built, if you do wish so.