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MultiProjector Displays

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Andreas Kaltenbach Florian Ledermann. WIEN. Multi-Projector Displays - 3 /44 ... Oblique projectors create keystoned images which appear distorted ... – PowerPoint PPT presentation

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Title: MultiProjector Displays


1
Multi-Projector Displays
  • Forschungsseminar Virtual Reality
  • SS 02

2
Overview
  • Possibilities and Motivation
  • Foundations
  • Projection Technologies
  • Scene Registration
  • Geometric Transformations
  • Image Transformations
  • Applications and Conclusion

3
Possibilities 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

4
Examples
PixelFlex
Princeton Display Wall
Non-planar surfaces
Dynamic shadow removal
5
Projection Technologies
6
Projection 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)

7
Projection Technologies (2/5)
  • LCD/TFT Projectors
  • Individual grayscale LCD for each color
  • Pixel dimensions lt50µm
  • Low cost
  • - Poor contrast and black level

8
Projection 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

9
Projection 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

10
Projection Technologies (5/5)
  • Projector Mosaics

11
Mounting Mechanical Calibration
  • 6 DOF Projector Mounts
  • Computer Controlled Pan-Tilt Units

12
Scene Registration
13
Scene 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

14
Scene Registration User Location
  • Head of user is tracked in World Coordinates
  • sweet spot at default location

15
Scene Registration Projector Position
  • Use a camera to observe projected Pixels
  • Mapping Display Framebuffer -gt observed pixel

16
Scene RegistrationStructured Light
  • Can be used for
  • Surface Reconstruction
  • Collineation estimation

17

Scene Registration Projector Position
  • Mapping to Reference coordinates
  • Reference Markers
  • Tilt sensor

18
Geometric Transformations

19
Geometric 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

20
Geometric TransformationsCollineation 1/8
  • Traditional projectors are orthogonal and create
    rectangular images
  • Oblique projectors create keystoned images which
    appear distorted

21
Geometric TransformationsCollineation 2/8
  • Goal
  • Avoiding of frequent mechanical adjustments
  • Compensate for the image distortion using the
    graphics pipeline

22
Geometric 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

23
Geometric TransformationsCollineation 4/8
  • Modified projection matrix achieves off-axis
    projection PT followed by collineation A4x4
    (mapping mT ? mP)

24
Geometric TransformationsCollineation 5/8
  • Collineation is induced due to the plane of the
    screen
  • A3x3 maps pixel coordinates from one image to
    another

25
Geometric 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 ?

26
Geometric 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

27
Geometric TransformationsCollineation 8/8
  • Example of image displayed by highly oblique
    projector
  • Its contribution to an image displayed by three
    overlapping projectors

28
Geometric 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

29
Geometric 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

30
Geometric TransformationsWarping using
projective textures 3/6
  • Image generation using projective texture
    rendering

è
31
Geometric 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

32
Geometric 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

33
Geometric TransformationsWarping using
projective textures 6/6
  • Example Kaiser Head-Mounted Display (KHMD)

34
Geometric TransformationsSurface mesh
unification 1/2
  • Object
  • Create a single representation of the display
    surface
  • From the multiple meshes retrieved by the
    different cameras

35
Geometric TransformationsSurface mesh
unification 2/2
  • Technique
  • Weighting of associated 3D location
  • Algorithm
  • New display geometriccontinous displaysurface
    Di

36
Image Transformations

37
Image 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

38
Image TransformationsAlpha Blending (1/4)
  • Blending overlapping tiles to create a seamless
    image

è
39
Image TransformationsAlpha Blending (2/4)
  • Physical Shadow masks
  • True black
  • No processing necessary
  • - No automatic calibration
  • - Only straight edges

40
Image 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

41
Image 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

42
Image 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)

43
Image 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

44
Applications
PixelFlex
Princeton Display Wall
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