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Projection
Published in Tim Kuschel, The Live Event Video Technician, 2023
Scaling chips within the electronics module are used to resize input sources. In the case of an HD 720p signal coming into a projector that has a 1920 × 1200 native resolution DMD chip, the scaler would be used to scale the 1280 × 720 input signal to fill the chip, while maintaining the input’s aspect ratio. In doing so, it tries to utilize the maximum light output of the projector by using as much of the DMD surface as possible. There are some use cases where mapping a signal natively versus resizing can be useful. Using the same example of a 720p signal as an input, let’s say for some reason you received the wrong lenses, and your projected image is overshooting your screens by a considerable amount. By setting the projector to map the signal natively, a 1280 × 720 resolution image is mapped in the center of the DMD chip. This is of course a smaller image and less bright, but it is now closer to the screen size you were trying to attain. Also, natively mapped resolutions are pixel perfect and will not have the added softness created by scaling them up in size.
Lenticular Halftoning
Published in Daniel L. Lau, Gonzalo R. Arce, Modern Digital Halftoning, 2018
Daniel L. Lau, Gonzalo R. Arce
In response to the down-sampling illusion created by the lenticules, it might be advantageous to limit the width of the image slices to be only a single pixel wide after up-sampling to the printer’s native resolution. If it is the case that there is an insufficient number of component images by which to span the width of the lenticules, then new component images should be created by simply duplicating the existing images or by creating transition images by interpolating between existing component images. In either case, Lau and Smith [71] believe that each column should be treated as if it were a unique channel with halftoning performed without correlation between neighboring columns, but others may disagree with this approach.
The DTV Receiver
Published in Philip J. Cianci, HDTV and the Transition to Digital Broadcasting, 2012
Consider the scenario of a display that has 1920 × 1080 native resolution. If the program image pixel grid is the same as the display native resolution, there is a one-to-one pixel and line correspondence. However, if the program is in a 1280 × 720 format, a conversion in both the vertical and horizontal directions must be done. This always results in a loss of detail.
The Design of Hand Gestures for Selecting Virtual Objects
Published in International Journal of Human–Computer Interaction, 2019
Jeffrey Lin, Carisa Harris-Adamson, David Rempel
The task was programmed in the Unity game engine (5.3) using C# and utilized the Leap Motion controller (v2.0 software) to track the participant’s hand postures. The task ran on a Windows 10 computer with a 510 mm monitor (HP L2045w; 1680 × 1050 native resolution; pixel pitch 0.26 mm). The chair height was adjusted so that the participant’s knees were at approximately 90 degrees with feet flat on the floor. With the subject reclining against the seat back the chair was moved as close to the desk as possible and the desk surface was adjusted to 25 mm below the participant’s resting elbow height. The top of the monitor was aligned to the height of the subject’s nose. The leap motion controller was positioned to the left of the monitor, pointing toward the right, and aligned with the middle of the monitor height (Figure 2). The location was selected to achieve the best fidelity for tracking the right hand based on pilot studies. Participants were required to use their right hand for gesturing and were not allowed to rest their arm on any surface during the experiment.
Assessing tree crown fire damage integrating linear spectral mixture analysis and supervised machine learning on Sentinel-2 imagery
Published in International Journal of Digital Earth, 2023
Giandomenico De Luca, Giuseppe Modica, João M. N. Silva, Salvatore Praticò, José M.C. Pereira
The dataset was downloaded through the Copernicus Open Access Hub (ESA n.d.) and pre-processed using the Sentinel-2 Toolbox implemented in ESA-SNAP v.8.0.9, executed by Snappy, the SNAP-Python interface (ESA 2022). The pre-processing consisted of bilinear pixel resampling to 10 m × 10 m for image bands whose native resolution was 20 m × 20 m. The final multispectral bands used in subsequent analyses were Blue493 (B2), Green560 (B3), Red665 (B4), Red-Edge704 (B5), Red-Edge740, (B6), Red-Edge783 (B7), NIR833 (B8), NIR865 (B8A), SWIR1614 (B11), SWIR2202 (B12).
CityGML goes mobile: application of large 3D CityGML models on smartphones
Published in International Journal of Digital Earth, 2019
Christoph Blut, Timothy Blut, Jörg Blankenbach
One of the most influential factors for good rendering performances is the number of draw calls. Typically, everything above 15 frames per second (FPS) can be considered real-time, but with the minimum value of 15 FPS generally some flickering is still observable. We aim for a value of 60 FPS as in 3D real-time rendering this is a typical desired value for a fluent experience. Furthermore, the value was set as a maximum to ensure system stability. The native resolution of the screen (1920 × 1080) was used with a color depth of 32 bit per pixel (bpp), gamma correction enabled and anti-aliasing turned off. No further post-effects were placed on the objects.