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Wobulation: Theory and Algorithms

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In typical digital projection systems, increasing resolution requires increasing the number of pixels in the spatial light modulator (SLM). This significantly increases the area, complexity, and cost of the SLM. SLMs are often the most expensive component in a digital projection system.

"Wobulation" is a breakthrough method of increasing the resolution of digital projection systems using a low-cost relatively low resolution SLM. Multiple low-resolution sub-frames of data are generated from each hi-resolution frame of image data. An optical image shifting mechanism displaces the projected image of each sub-frame by a non-integral number of pixels. The sub-frames are projected in rapid succession so as to appear as if they were projected simultaneously and superimposed.

 

 

 

 

 

 

 

 


Technology contributions:

  • Developed a general signal processing model for Wobulation. The model supports arbitrary pixel shapes, sampling grids and relative "wobble" offsets.
  • Formulated a general theory of Wobulation as an inverse super-resolution reconstruction. The theory lies at the intersection of halftoning (bit-depth reduction), image deconvolution, multidimensional sampling, and super-resolution.
  • Formulated key algorithms for optimal wobulated image quality. The following are examples of key signal processing problems that were solved
    • Optimal subframe generation: An optimal algorithm was developed to process a high-resolution image into the component low-res subframes for the best overall image quality. Naive approaches that seek to directly sample the high-resolution image into subframes discard important image features that "fall through the cracks in the sampling" (see center image). Naive pixel interpolation approaches produced blurry output images.


    • Optimal bit-depth recovery: Since the Wobulation relies on temporal multiplexing of subframes, the available bit-depth per subframe is significantly reduced leading to visible contouring artifacts if precautions are not taken. By processing the subframes using novel algorithms the bit-depth may be recovered when the subframes overlap on the screen. This allows wobulation to reproduce graylevels without any visible artifacts.

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