Re: [Algorithms] vrefresh jumpiness
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From: Stephen J B. <sj...@li...> - 2004-03-30 17:23:01
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Thatcher Ulrich wrote: > On Mar 25, 2004 at 05:07 +0100, Nils Pipenbrinck wrote: > >>If you go into a cinema and watch a movie with 24 or 25 fps you don't >>see the ghost images. > > > You should, movies are unbelievably bad in this respect. Pay > attention during any panning shot. Movies have half-frame-rate-itis > all the time, since they always flash the same frame twice. You are both right. Almost certainly, one of you sees one thing, the other sees something different. > The best explanation of the double-image artifact I've heard is that > your eye tries to smoothly track moving objects. In the case of 30fps > update on a 60Hz screen, with an object moving at a velocity v, your > eye tries to track the object at velocity v. The better way to state this is to imagine the canonical caveman chucking a rock at a rabbit that he fancies for lunch. As the rabbit runs behind a tree, he loses sight of it momentarily - and if his brain didn't deal with that, he'd be unable to hit the darned thing. So after enough generations of hungry cavement, we've evolved the ability to interpolate the missing data when the object we're tracking vanishes momentarily - and this is what makes a series of still images in movies and TV appear to be moving. I suspect that the lack of interest of some animals in watching TV relates to their failure to have evolved that mechanism. For them, TV is just a slide-show. OK - so what are the implications of this? If you plot a graph of position against time of an object being updated 60 times per second on a 60Hz CRT, the points lie on a nice straight, diagonal line - and our brains have no trouble interpolating the positions using the million-year-old rabbit-went-behind-a-tree mechanism. But if you only update the position 30 times a second - but refresh the screen at 60Hz and plot a time-versus-position graph, it looks like a staircase - right? There are two ways to draw a conclusion about the position of the object between frames from that data. 1) Fit a wavy line or an actual square-edged staircase to those points. 2) Draw two nice straight diagonal lines - one that goes through the odd numbered points - and another parallel line that goes through the even numbered points. 99% of humans unconsciously do the latter because rabbits can't change their velocity at 30Hz. We just havn't evolved to interpolate that kind of motion data. So we HAVE to take the two-straight-lines view of the world and instead of seeing one object moving jerkily - we see TWO objects moving along perfectly smoothly right next to each other. Hence the double-imaging. However as you drop the update rate, our brains 'snap' to seeing the wavy-line/jerky motion version of events because the motion fits better to our mental model of a running prey animal. This seems to happen somewhere below 30Hz and above 10Hz (for 99% of people - there are always a few outliers on that bell-curve). Cinemas are running somewhere in the middle of that range. 24Hz. That's why *SOME* people see double-imaging in cinemas - and some people see jerky/blurry motion instead. On a CRT, if you run the CRT at 60Hz and repaint the image just 20 times a second, some people will see TRIPLE-imaging(!) and others will just see a single object moving jerkily. Personally, my threshold is somewhere between 15 and 20Hz. I can reliably see triple-imaging (and cinemas' double-image) - but I can't see quadruple imaging at 15Hz no matter how hard I try. If you run the CRT at 60Hz and repaint at 10Hz, hardly anyone sees SIX images moving across the screen - but I have heard of people who see exactly that. The actual Hertz rate when your perception switches depends on a lot of factors - ambient light levels, scene contrast, how tired you are...etc. But variation between individuals is a significant factor too. Hence, one person might see cinema double-imaging whilst another merely sees a jerky/blurry image - and you might find that some movies look better than others. If the image is poorly focussed then that would have an effect too. ----------------------------------------------------------------------- The second law of Frisbee throwing states: "Never precede any maneuver by a comment more predictive than "Watch this!"...it turns out that this also applies to writing Fragment Shaders. ----------------------------------------------------------------------- Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://www.sjbaker.org |