Study of Motion Blur Effect on Liquid Crystal Display

碩士 === 國立臺灣大學 === 電子工程學研究所 === 96 === With early development of the Liquid Crystal Display (LCD) like the pocket calculator to the recent success of the at-panel television display we see available on the market, there has been a big transformation of the technology. The electronics industries star...

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Bibliographic Details
Main Authors: Hsien-Cheng Chang, 張賢正
Other Authors: Shao-Yi Chien
Format: Others
Language:en_US
Published: 2008
Online Access:http://ndltd.ncl.edu.tw/handle/86733532783222993558
Description
Summary:碩士 === 國立臺灣大學 === 電子工程學研究所 === 96 === With early development of the Liquid Crystal Display (LCD) like the pocket calculator to the recent success of the at-panel television display we see available on the market, there has been a big transformation of the technology. The electronics industries started to realize the accomplishment, and by year 2000, the LCD industry has already caught up to the giant Cathode Ray Tube (CRT) market, and made an invasion across whole electronics market. Since then, the LCD became the mainstream and has been widely used on the televisions and monitors. With the growth of the market demand on bigger display size and higher resolution, the expectation of the display quality is enormous. The main step for the quality improvement will be to re-examine the motion blur effect on the LCD. The motion blur is a result of visual mechanism during a point of time when the eyes pursuit smoothly toward a moving object. LCD motion blur happens on the edge of the moving objects during the frame is updated and is mainly contributed by the ”Slow LC Response”, “Hold-type Display” and the “Eye-tracking Integration”. What is less obvious, but at least as important in causing motion-blur, is the ''sample-and-hold'' effect: an image held on the screen for the duration of a frame time blurs on the retina as the eye tracks the (average) motion from one frame to the next. In this thesis, a simulation model with respect to the motion blur on “Hold-type Display” and “Eye-tracking Integration” will be provided, and the improvements of reducing motion blur will also be given through the simulation, e.g. frame rate up conversion and backlight ashing. In addition, the various test sequences and Global Motion Estimation (GME) plus simulation model will be used to demonstrate the test result of the realistic perception as human eyes perceive on the LCD. At the end, the measurement of the motion blur is indicated by the Motion Picture Reponse Time (MPRT), which will also be examined and calculated to illustrate the subjective result of the motion blur effect.