4 ms·
It seems like there should be a middle ground where you blur enough to remove SDE but not enough so that pixels overlap. The whole problem with SDE is that ther
by tgb 9y ago
It seems like there should be a middle ground where you blur enough to remove SDE but not enough so that pixels overlap. The whole problem with SDE is that there is a perceptible gap between pixels - blur will spread the pixel over the gap but the gap is what ensures that the pixels do not become blurred ontop of each other. I assume this doesn't work in practice (since I don't think anyone is doing it), so I'd be interested in an argument for why it doesn't.
Conceivably, a higher resolution display would have a worse SDE than a lower one. If the pixels became smaller, then the gaps between pixels could get worse even if there are more pixels per inch. For example, [1] shows a game of Tetris played on a building and the problem with it is not that the resolution is low, but that the pixels have too gaps between them. Doubling the resolution would only help a little but make each pixel a big square instead of a dot would help immensely. A diffusive screen over that building could help potentially quite a lot. This is obviously an absurdly exaggerated scenario.
[1] https://mashable.com/2014/04/06/building-tetris-philadelphia/#4e4MG2w7tsqF https://mashable.com/2014/04/06/building-tetris-philadelphia...
- robocat 9y agoInstead of blur, microlens arrays can be used to increase the pixel size to cover the gaps. The microlens can also be designed to blur the RGB together to provide a true white pixel from the approx three coloured subpixels.
- tgb 9y agoAbsolutely something I was thinking, but not sure what the right terminology is! "Microlens" sounds fancier than you need, I'm really happy to just diffuse it but with a limited blur so that they don't bleed.