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The contrast ratio (CR) is a property of a display system, defined as the ratio of the luminance of the brightest shade (white) to that of the darkest shade (black) that the system is capable of producing. A high contrast ratio is a desired aspect of any display. It has similarities with dynamic range.
The "luminance contrast" is the ratio between the higher luminance, L H, and the lower luminance, L L, that define the feature to be detected.This ratio, often called contrast ratio, CR, (actually being a luminance ratio), is often used for high luminances and for specification of the contrast of electronic visual display devices.
If used for standard aspect ratio video, everything on the screen will appear wider than normal. Contrast this with anamorphic video displayed without processing on a 4:3 display, in which people on the screen will appear taller than normal. This is also known as the 16:9 mode.
Ultra High-Definition, or Quad Full High-Definition Four times the resolution of 1080p. Requires a dual-link DVI, category 2 (high-speed) HDMI, DisplayPort or a single Thunderbolt link, and a reduced scan rate (up to 30 Hz); a DisplayPort 1.2 connection can support this resolution at 60 Hz, or 30 Hz in stereoscopic 3D. 3840×2160 (8,294k) 3840 2160
Some screen panels will ignore the LSB bits of the color information to present a consistent interface (8 bit -> 6 bit/color x3). [citation needed] With analogue signals like VGA, the display controller also needs to perform a high speed analog to digital conversion. With digital input signals like DVI or HDMI some simple reordering of the bits ...
Unlike VGA – a purely IBM-defined standard – Super VGA was defined by the Video Electronics Standards Association , an open consortium set up to promote interoperability and define standards. When used as a resolution specification, in contrast to VGA or XGA for example, the term SVGA normally refers to a resolution of 800 × 600 pixels.
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios.
The image may seem garbled, poorly saturated, of poor contrast, blurry, or too faint outside the stated viewing angle range, the exact mode of "failure" depends on the display type in question. For example, some projection screens reflect more light perpendicular to the screen and less light to the sides, making the screen appear much darker ...