Title: MultiProjector Displays
1Multi-Projector Displays
- Forschungsseminar Virtual Reality
- SS 02
2Overview
- Possibilities and Motivation
- Foundations
- Projection Technologies
- Scene Registration
- Geometric Transformations
- Image Transformations
- Applications and Conclusion
3Possibilities and Motivation
- Possibilities
- Projection on large surfaces
- Non-planar surfaces and/or oblique projection
- Fast setup, reconfiguration and calibration
- Motivation
- Immersive VR environment without HMD devices or
need of static configuration
4Examples
PixelFlex
Princeton Display Wall
Non-planar surfaces
Dynamic shadow removal
5Projection Technologies
6Projection Technologies (1/5)
- CRT (Cathode Ray Tube) Projectors
- High refresh rates (100-120Hz)
- Relatively low cost
- - Large and heavy devices
- - Low brightness (250 ANSI lumen)
7Projection Technologies (2/5)
- LCD/TFT Projectors
- Individual grayscale LCD for each color
- Pixel dimensions lt50µm
- Low cost
- - Poor contrast and black level
8Projection Technologies (3/5)
- DLP (Digital Light Processing) Projectors
- DMD runs at ist own frequency (60Hz)
- Uses information of several frames for artifact
compensation -gt delay - Brightness Pulse Width Modulation
9Projection Technologies (4/5)
- D-ILA (Digital Image Light Amplification)
- Reflective Liquid Crystal
- Write light much lower intensity than read light
- High resolution and brightness
- - Big heavy devices
- - Expensive
10Projection Technologies (5/5)
11Mounting Mechanical Calibration
- 6 DOF Projector Mounts
- Computer Controlled Pan-Tilt Units
12Scene Registration
13Scene Registration (1/5)
- For complete immersion we need to know
- Relationship among viewer, 3D model and display
surface - Relationship between Projector Pixels and surface
points
14Scene Registration User Location
- Head of user is tracked in World Coordinates
- sweet spot at default location
15Scene Registration Projector Position
- Use a camera to observe projected Pixels
- Mapping Display Framebuffer -gt observed pixel
16Scene RegistrationStructured Light
- Can be used for
- Surface Reconstruction
- Collineation estimation
17Scene Registration Projector Position
- Mapping to Reference coordinates
- Reference Markers
-
- Tilt sensor
-
18Geometric Transformations
19Geometric Transformations
- Adaption of the scene to be displayed according
to the surface where it is displayed - Collineation
- To overcome oblique projection
- Warping using projective textures
- Rendering a perspectively correct image on
irregular surfaces - Surface mesh unification
20Geometric TransformationsCollineation 1/8
- Traditional projectors are orthogonal and create
rectangular images - Oblique projectors create keystoned images which
appear distorted
21Geometric TransformationsCollineation 2/8
- Goal
- Avoiding of frequent mechanical adjustments
- Compensate for the image distortion using the
graphics pipeline
22Geometric TransformationsCollineation 3/8
- For planar display surfaces virtual point V must
be displayed at M - Simple off-axis projection matrix PT is
sufficient for orthogonal projection
23Geometric TransformationsCollineation 4/8
- Modified projection matrix achieves off-axis
projection PT followed by collineation A4x4
(mapping mT ? mP)
24Geometric TransformationsCollineation 5/8
- Collineation is induced due to the plane of the
screen - A3x3 maps pixel coordinates from one image to
another
25Geometric TransformationsCollineation 6/8
- Computing of pixel coordinates mP directly from
virtual point V - PT homogenous 3D coordinates ?normalized
homogenous 3D coordinates - New A4x4 normalized 3D coordinates ?projector
pixel coordinates - Rendering and warping in a single projection
matrix without additional cost - Single pass ? no resampling artefacts
- Virtual Object correct on any surface coplanar
with ?
26Geometric TransformationsCollineation 7/8
- Sequence of steps to create immersive displays
with an oblique projector - Find screen locations of at least 4 projector
pixels - Find transformation between tracker and world
coordinates - Find collineation between Mi? and mPi
- For user location T compute PT and collineation
A4x4
27Geometric TransformationsCollineation 8/8
- Example of image displayed by highly oblique
projector - Its contribution to an image displayed by three
overlapping projectors
28Geometric TransformationsWarping using
projective textures 1/6
- Using of projective textures in a two-pass
image-based scheme for - Multiprojector case
- Multisurface case
- Combination of both
29Geometric TransformationsWarping using
projective textures 2/6
- Traditional approaches
- Multiprojector systems
- Single projector for each planar plane (see CAVE)
- Multisurface systems
- Multiple viewports
- New
- Image warp using texture mapping
30Geometric TransformationsWarping using
projective textures 3/6
- Image generation using projective texture
rendering
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31Geometric TransformationsWarping using
projective textures 4/6
- 2-passRendering
- Algorithm (for each viewers eyes)
- Compute desired image for eyes viewpoint
- Project image from the eye out to the display
surface - For each projector render display surface from
viewpoint of projector
32Geometric TransformationsWarping using
projective textures 5/6
- Advantages
- Multiprojector case
- Scene is only traversed once if driven by single
machine - Multisurface system
- Texture coordinates for point on the display
surface are automatically generated - No warp function is explicitly computed
33Geometric TransformationsWarping using
projective textures 6/6
- Example Kaiser Head-Mounted Display (KHMD)
34Geometric TransformationsSurface mesh
unification 1/2
- Object
- Create a single representation of the display
surface - From the multiple meshes retrieved by the
different cameras
35Geometric TransformationsSurface mesh
unification 2/2
- Technique
- Weighting of associated 3D location
- Algorithm
- New display geometriccontinous displaysurface
Di
36Image Transformations
37Image Transformations
- To correct distortions in color and brightness
and to exactly align and overlap several
projected images - Alpha Blending
- Color and Luminance Calibration
- Dynamic Shadow Removal
38Image TransformationsAlpha Blending (1/4)
- Blending overlapping tiles to create a seamless
image
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39Image TransformationsAlpha Blending (2/4)
- Physical Shadow masks
- True black
- No processing necessary
- - No automatic calibration
- - Only straight edges
40Image TransformationsAlpha Blending (3/4)
- Virtual Shadow Masks (alpha channel)
- arbitrary shapes
- automatic calculation
- - Viewing angle dependencies of screen reflection
- - LCD and DLP Projectors cant produce true black
41Image TransformationsAlpha Blending (4/4)
- Calculating the mask
- Alpha weight Am for projector m at pixel (u,v)
- i ... Index of projectors
- ai(m,u,v) wi(m,u,v)di(m,u,v)
- wi(m,u,v) 1 if inside projector is hull, 0
otherwise - di(m,u,v) ... Distance of pixel from neares edge
of overlap region
42Image TransformationsColor and Luminance
Calibration
- Projectors differ in color and luminance output
- For large arrays of Projectors manual calibration
is nearly impossible - Closed-Loop Camera observation generates
- Color transfer function
- Color Lookup Table (CLUT)
43Image TransformationsDynamic Shadow Removal
- 2 Projectors from different angles observing
Camera - 2 approaches
- Predicted image is compared to captured image -gt
delta Pixels - Bounding-box fitting to detect shadow regions
44Applications
PixelFlex
Princeton Display Wall