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Ariella
Ariella
11/7/2016 8:36:20 AM
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Re: 360 video since... 1994?
<> "I guess if you want to be able to look at the night sky and see Saturn's rings without a telescope, or check the pores of an actor for bacteria, then there's a market for VR going beyond visual resolution."> @mhhf1ve that reminds me of what a videographer told me about HD pictures and video over a decade ago, it may show more details than you want. In fact, it launched some makeup artist marketing with makeup specifically for that level of capture in which every line and pore is clear if not artificially blurred. In other words, clearer isn't better for all contexts.

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Adi
Adi
11/7/2016 4:42:25 AM
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Re: 360 video since... 1994?
This is great info - many thanks, John Barnes!

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mhhf1ve
mhhf1ve
11/7/2016 2:11:53 AM
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Re: 360 video since... 1994?
> '4M?  "PIFRR" for "Physically Indistinguishable from Reality Resolution"'

Thanks for doing the calculations.. but just as Moore's Law ends well before 1-nm scale features, I'd guess display resolution also stops improving well before it approaches the theoretical physical limits. But it's still good to know where the physics actually imposes a hard limit.

I assume, as most people view TV screens from a comfortable distance on a couch (10 feet? 20 feet?) away from the pixels, that we're almost already at "PIFRR" with 4K video. Maybe it still matters when we're sitting at a laptop screen at an arm's length away from our eyes..? But not that much.. and we'll probably hit that limit, too, soon. 

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mhhf1ve
mhhf1ve
11/7/2016 2:05:14 AM
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Re: 360 video since... 1994?
> "I guess if you want to be able to look at the night sky and see Saturn's rings without a telescope, or check the pores of an actor for bacteria, then there's a market for VR going beyond visual resolution."

That's a bit beyond the scope of VR, I think.. That shifts into the super-augmented reality realm, giving people super-vision to see the rings of Saturn by looking up into the sky in the right direction. But then again, that'd be like putting a planetarium app in VR goggles, so maybe it's not that far from regular VR. It'd be a lot easier to display Saturn in near-real-time, though, than bacteria on someone's face...

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JohnBarnes
JohnBarnes
11/7/2016 12:19:05 AM
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Re: 360 video since... 1994?
mhhf1ve,

The physical limit issue is tricky because in fact we are nowhere near the physical limit for what could be done. Normally resolutions are measured in pixels and the size of the pixels changes depending on your screen; a little phone screen has just as many pixels as a big honking graphics screen, it's just the pixels are smaller.  There's no problem with doing this because pixels could be much, much smaller.

Well, how much smaller?

Theoretically if your picture was as "grainy" as the real world, your pixels would correspond to squares with a 190 nm diagonal. That's 1/2 of wavelength of violet, just below ultraviolet, light. Any object or aperture smaller than 1/2 wavelength can't be resolved physically; the wave either blocks totally (for an aperture) or rejoins seamlessly around it (for an isolated object that small), so there's no altered light to resolve an image from. Thus some instrument (surely not a biological eye) could perhaps resolve an object or a space in very deep violet light if it was about 1/5 of the micrometer across, so if you do one pixel per 1/5 micrometer, you've got representation that is as good as God, Nature, or Heisenberg will tolerate.

A square with diagonal 1/5 micrometer implies about 50 pixels to the square micrometer, and since a square millimeter is one million square micrometers, that's a convenient unit: a square millimeter is 50 million pixels at the limits of resolution.

My 27" monitor screen is 13.24" X 23.53", or 311.5 square inches, or 200,968 square millimeters. Times 50 million and you have right around 10 trillion of those smallest-physically-possible pixels. At the standard 16x9 aspect ratio, that's 4.28 million X 2.38 million -- just about a thousand times the resolution of 4K.  (4M?  "PIFRR" for "Physically Indistinguishable from Reality Resolution"?) 

We are still a comfortably long way from that!

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batye
batye
11/6/2016 10:40:12 PM
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Re: 360 video since... 1994?
@Michelle it like putting trust in what ever manf. say/put on the product box - under info....

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batye
batye
11/6/2016 10:37:06 PM
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Re: 360 video since... 1994?
@mhhf1ve yes, but in my case it very bad vision :(...

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JohnBarnes
JohnBarnes
11/6/2016 8:32:29 PM
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Re: 360 video since... 1994?
mhhf1ve,

I used to guess that the resolution of the unaided human eye would be the limit, but I've seen some experimental short VR pieces that had a magnification feature, so that you could see smaller or more distant things than you would in real life.I guess if you want to be able to look at the night sky and see Saturn's rings without a telescope, or check the pores of an actor for bacteria, then there's a market for VR going beyond visual resolution.

 

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Michelle
Michelle
11/6/2016 5:47:35 PM
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Re: 360 video since... 1994?
@mhh I wonder the same. How do we know the resolution is super-ultra-mega-whopper-huge resolution if our eyes can't detect the difference? I don't see the point of pushing beyone what the human eye can see...why bother if we don't notice anyway?

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mhhf1ve
mhhf1ve
11/6/2016 1:01:12 AM
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Platinum
Re: 360 video since... 1994?
Well, at some distance, it doesn't matter if you have 20/20 vision -- you won't be able to tell the difference because physics. I don't know what that distance is tho...

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