- Joined
- Sep 1, 2007
- Sythe Gold
- 690
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I've been playing with the idea of how to create transparent monitors and I believe the future of this industry is found in prismic pixels. Simply put, the alternation between cubic prisms (passing light with no distortion) and right-angle prisms allow for projected images from the base to be superimposed upon (or rather, in between) images passing through from the opposite side of the monitor.
Examine figure 1.1 and consider:
a) The red ball is located behind the screen, level with the camera angle capturing the scene.
b) The blue ball is located beneath the screen, perpendicular to the angle of the user relative to the right-angle prisms
c) The green ball has been distorting as necessary to preserve the integrity of the shape through the distortion as a result of the structure presenting in figure 1.2
Figure 1.1
Figure 1.2
Whereas the red ball and the blue ball are superimposed over each other in figure 1.1, therefore transparent monitors are possible given enough resolution (number of prisms per square inch, we shall call this unit "pixels").
The steepness of the monitor may change (presumably to take up less space in thickness), but the angle of the bottom-projecting prisms must correspond to the angle of the stacks of pixels. The angle of the stacks may not equal zero, as the projected image below could not possibly project through two stacks on top of each other as depicted in figure 1.3. The horizontal distortion must be proportional to the angle of the stacks to maintain picture integrity. NOTE a skewed distortion would result in a truer representation of the bottom-projected object, as opposed to a linear horizontal distortion.
Figure 1.3 (NOTES: Due to limited physical accuracy of the program I'm using, this is not a 100% accurate representation of the idea discussed in the paragraph above)
Applications: My friends and I developed this idea to fit our needs for a medium for our Harry Potter themed spell casting/battling/multiplayer game. The idea was to have a monitor between two players where the players see graphics superimposed over the glass that separates the two, but does not obscure them. Wands would correspond to a net of sensors, programmed motions would trigger spells, and players would duel as such. The model for this videogame is comprised of four parts:
-The base containing
--Projector
--Power Supply
--Computer
-The monitor
-The sensor net
-The wand or glove remote
Figure 1.4
More to come. What do you think? What are issues you see with this design? What are possible improvements that you can think of? What would you like clarified?
Examine figure 1.1 and consider:
a) The red ball is located behind the screen, level with the camera angle capturing the scene.
b) The blue ball is located beneath the screen, perpendicular to the angle of the user relative to the right-angle prisms
c) The green ball has been distorting as necessary to preserve the integrity of the shape through the distortion as a result of the structure presenting in figure 1.2
Figure 1.1
Figure 1.2
Whereas the red ball and the blue ball are superimposed over each other in figure 1.1, therefore transparent monitors are possible given enough resolution (number of prisms per square inch, we shall call this unit "pixels").
The steepness of the monitor may change (presumably to take up less space in thickness), but the angle of the bottom-projecting prisms must correspond to the angle of the stacks of pixels. The angle of the stacks may not equal zero, as the projected image below could not possibly project through two stacks on top of each other as depicted in figure 1.3. The horizontal distortion must be proportional to the angle of the stacks to maintain picture integrity. NOTE a skewed distortion would result in a truer representation of the bottom-projected object, as opposed to a linear horizontal distortion.
Figure 1.3 (NOTES: Due to limited physical accuracy of the program I'm using, this is not a 100% accurate representation of the idea discussed in the paragraph above)
Applications: My friends and I developed this idea to fit our needs for a medium for our Harry Potter themed spell casting/battling/multiplayer game. The idea was to have a monitor between two players where the players see graphics superimposed over the glass that separates the two, but does not obscure them. Wands would correspond to a net of sensors, programmed motions would trigger spells, and players would duel as such. The model for this videogame is comprised of four parts:
-The base containing
--Projector
--Power Supply
--Computer
-The monitor
-The sensor net
-The wand or glove remote
Figure 1.4
More to come. What do you think? What are issues you see with this design? What are possible improvements that you can think of? What would you like clarified?














