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A computational rendering engine designed to reveal high-contrast user interfaces through solid materials like wood, fabric, and plastic using optical compensation algorithms and PMOLED technology.

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Hidden Interface Rendering System (HIRS)

License Status Python

"Ambient computing should disappear when not needed."

HIRS is a computational rendering engine designed to reveal high-contrast interfaces through everyday materials like wood, fabric, and plastic. By using passive-matrix OLEDs (PMOLEDs) and intelligent optical compensation algorithms, we turn solid surfaces into invisible-by-default displays.


🖼 Simulation Results

The system successfully fights optical physics to render legible content through solid materials.

Simulation Result: Wood Veneer
Fig 1: The pipeline compensating for Wood Veneer diffusion. (1) The pre-distorted signal sent to the OLED, (2) The physical emission, (3) The final legibility through the material.


🧱 Philosophy

Most "smart home" interfaces involve gluing a black glass rectangle onto a nice piece of furniture. We reject that.

  • Hidden by Default: The interface is completely invisible until triggered.
  • Material-Aware: The rendering engine knows it is shining through wood, so it boosts brightness and sharpens edges (inverse diffusion) to ensure legibility.
  • Low Cost: Optimized for cheap, low-duty-cycle PMOLED hardware, not expensive transparent screens.

🚀 Getting Started

Requirements

  • Python 3.8+
  • Dependencies: numpy, scipy, matplotlib, opencv-python
pip install numpy scipy matplotlib opencv-python

Running the Simulation

Visualize the complete optical transport pipeline:

python3 simulation/simulator.py

This will run the engine with a default Wood Veneer material model and produce the visualization shown above.


🏗 System Architecture

The project is organized into research-grade modules:

Module Description
display/ Hardware Abstraction: Models PMOLED constraints (perfect blacks, limited brightness).
materials/ Optical Database: Physics models for Wood, Fabric, Paper, etc. Simulates diffusion & attenuation.
parallel_engine/ The Core: Application of Inverse Diffusion (unsharp masking) and Brightness Amplification.
rendering/ UI Toolkit: Primitives (HighContrastRect, DotGrid) designed to survive blur.
interfaces/ Logic: efficient state machines for the hidden/reveal lifecycle.

👉 Read the Technical Guide for detailed architecture and extension instructions.


🏆 Key Features

  1. Parallel Brightness Amplification: Spatially spreads light energy to fight material attenuation.
  2. Inverse Diffusion: Pre-sharpens content based on the specific material's sigma (blur factor).
  3. State Management: "Fade-in/Fade-out" logic ensuring the interface feels discovered, not toggled.

📄 License

This project is licensed under the MIT License. See LICENSE for details.


Created by Pranav Dwivedi for the Ambient Computing Research Group.

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A computational rendering engine designed to reveal high-contrast user interfaces through solid materials like wood, fabric, and plastic using optical compensation algorithms and PMOLED technology.

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