Prof. David Luebke will be speaking on Monday at College Park. THE FUTURE IS NOT FRAMED Prof. David Luebke University of Virginia Graphics Seminar AVW 4424, 2:00pm, Monday, March 14 The ultimate display will not show "images". To drive the display of the future, we must abandon our traditional concepts of pixels, and of images as grids of coherent pixels, and of imagery as a sequence of images. So what is this ultimate display? One thing is obvious: the display of the future will have incredibly high resolution. A typical monitor today has 100 dpiâ-far below a satisfactory printer. Several technologies offer the prospect of much higher resolutions; even today you can buy a 300 dpi e-book. Accounting for hyperacuity, one can make the argument that a "perfect" desktop-sized monitor would require about 6000 dpiâ-call it 11 gigapixels. Even if we don't seek a perfect monitor, we do want large displays. The very walls of our offices should be active display surfaces, addressable to a resolution comparable to or better than current monitors. It's not just spatial resolution, either. We need higher temporal resolution: hardcore gamers already use single buffering to reduce delays. The human factors literature justifies this: even 15 ms of delay can harm task performance. Exotic technologies (holographic, autostereoscopic...) just increase the spatial, temporal, and directional resolution required. Suppose we settle for 1 gigapixel displays that can refresh at 240 Hzâ-roughly 4000x typical display bandwidths today. Recomputing and refreshing every pixel every time is a Bad Idea, for power and thermal reasons if nothing else. I will present an alternative: discard the frame. Send the display streams of samples (location+color) instead of sequences of images. Build hardware into the display to buffer and reconstruct images from these samples. Exploit temporal coherence: send samples less often where imagery is changing slowly. Exploit spatial coherence: send fewer samples where imagery is low-frequency. Without the rigid sampling patterns of framed renderers,sampling and reconstruction can adapt with very fine granularity to spatio-temporal image change. Sampling uses closed-loop feedback to guide sampling toward edges or motion in the image. A temporally deep buffer stores all the samples created over a short time interval for use in reconstruction. Reconstruction responds both to sampling density and spatio-temporal color gradients. I argue that this will reduce bandwidth requirements by 1-2 orders of magnitude, and show results from our preliminary experiments. Biography: David Luebke is an Assistant Professor in the Department of Computer Science at the University of Virginia. He earned his Ph.D. in Computer Science at the University of North Carolina under Frederick P. Brooks, Jr., and earned his Bachelors degree in Chemistry at the Colorado College. Professor Luebke's principal research interest is interactive computer graphics, particularly the problem of acquiring and rendering very complex real-world scenes at interactive rates. Specific projects include polygonal level of detail (LOD), temperature-aware graphics architecture, scientific computation on graphics hardware, advanced reflectance and illumination models for real-time rendering, and image-based acquisition of real-world environments. Funded by the National Science Foundation, Professor Luebke and his students worked with colleagues at the University of North Carolina to create the Virtual Monticello museum exhibit. This exhibit ran for over 3 months and helped attract over 110,000 visitors as a centerpiece of the major exhibition Jefferson's America and Napoleon's France at the New Orleans Museum of Art. Luebke is also a co-author of the book "Level of Detail for 3D Graphics" with U. Maryland's own Amitabh Varshney.