Abstract
Displays have seen many improvements over the years. With advance-
ments in pixel resolution, color gamut, vertical refresh rates and power con-
sumption, displays today have become more personal and accessible devices
for sharing and feeding information. Advancements in computer human
interaction have provided novel interactions with current displays. Touch
panels are now common and provide better interaction with the cyberworld
shown on a device. Displays today have many shortcomings still. These
include a rectangular shape, low color gamut, low dynamic range, lack of
simultaneous focus and context in a scene, lack of 3D viewing, etc. Eorts
are being made to create better and more natural displays than 2D
at rect-
angular screens we see today. Much research has gone into designing better
displays including 3D displays, focus and context displays, HDR displays, etc.
Such displays enhance a display directly using device level technologies such
as physical, chemical and metallurgical means. This approach has been taken
in the past but proves expensive and is hard to scale to better standards that
may be needed in color, refresh rate, spatial and intensity resolution in the
coming future. New paradigms must be explored to generate better displays
that may provide better user experiences and are easy to view and interact
with. The conventional direct approach requires new physical properties to
be constantly discovered in order to push the envelop in display design. Such
technologies are hard to come by and may take years to prove their merit,
for them to be acceptable in the display design pipeline.
An alternate is to use computation to enhance displays. Today compu-
tation is easily available and cheap. CPUs follow the Moores law for their
ever expanding compute capabilities. Multi-core CPU architectures are now
common - even in hand held devices. GPUs consisting of 1500 cores deliver
1:5Tera FLOPS for $500 today. This abundance of compute capability has
been applied to various systems with much success. Many areas including
computational photography, computational biology and human computer in-
teractions take advantage of computation to enhance a base system. Displays
too have been shown to benet from such an approach. Fish tank virtual
reality is an example of this, 3D viewing can be enabled for a head tracked
viewer using standard displays in conjunction with computer graphics. Com-
putation can thus be used to enhance displays or remove their shortcomings.
Many displays are underway that combine computation with other means to
provide better and natural user experiences. These may combine computa-
tion with optics, display arrangement, metallurgy, sensors, etc. to bring out
more than what is available on existing displays. Such displays can collec-
tively fall under the term Computational Displays.
There are two aspects to enhance displays using computation: using hard-
ware modications and/or using algorithmic design. Computational displays,
as a subject, covers both these grounds. While hardware modications can
range from a simple arrangement of display elements to designing a com-
pletely new hardware unit for a display system, the cost factor must be
considered along with display applicability. Algorithmic design outshines
hardware modication in this regard as it allows the use of any hardware
and holds no bound on the design. Due to easy availability of computational
devices much work can be ported to computational elements with limited
dependence on hardware modication. We follow this line of thought in
this thesis. We propose computational displays which employ computation
to economically alleviate some of the shortcomings of todays displays us-
ing algorithmic modication with limited use of hardware modication. We
demonstrate the idea using four prototypes, which collectively demonstrate
how computation can be used to enhance displays. Specically we propose
solutions to the 3D viewing, the focus+context and the limited color resolu-
tion problems in this thesis. We create four systems to this end, two dealing
with rendering view-dependent 3D scenes to piecewise planar and non-planar
surfaces, another giving a framework to render massive environments inter-
actively to a tiled display wall, achieving focus and context for the scene,
and the last providing better intensity resolution using three mixing meth-
ods. The systems work on top of existing display methodologies and are
independent of any specic display technology. This makes our systems scal-
able to any displaying method and enhances the same using computation. In
conclusion, we argue that computation/algorithms should be built into the
displays themselves to enhance the visual experience.