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 Arbitrary Surface Projection Mapping - DIY CAVE 
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Joined: Sun Mar 25, 2012 12:33 pm
Posts: 661
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I thought this would be a good place to share a proof of concept of mine: Arbitrary-Surface Projection Mapping

Inspired by Paul Bourke's article, this project aims to enable the construction of DIY CAVEs using off-the-shelf hardware and game engines. It works by pre-baking the
mapping from projector pixel to world coordinate into the vertex color of a tesellated plane mesh. This world position is then reprojected through the user's viewpoint
camera in a shader, thus warping the projected image to compensate for the perspective/projective distortion of the user's view position.

This technique costs very little (computationally), allows for the use of an on-axis projection matrix, can compensate for curved reflecting surfaces, can trivially be
extended to stereo, and enables the construction/calibration of complex projecting systems using existing VR hardware (Vive and a standard gaming rig).

Here are a couple of pictures (showing what a flat grid pattern looks like before correction, and what it looks like after correction):
Image Image

And here's a short video of poor quality:

Tue Nov 08, 2016 1:09 am
3D Angel Eyes (Moderator)
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Joined: Sat Apr 12, 2008 8:18 pm
Posts: 11394
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That's awesome. Even with the potato video quality.

check my blog -

Tue Nov 08, 2016 9:26 pm
Cross Eyed!

Joined: Sun Aug 05, 2012 4:19 pm
Posts: 117
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This is really awesome.
Could you tell a bit more about it?
Such as, what did you use to build the mirror?
Do you use a camera for correction, or convert coordinates manually?

I always assumed this would be a good way to make short throw projectors.

Sat May 20, 2017 5:11 am
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Joined: Sat Sep 17, 2011 9:23 pm
Posts: 2220
Location: Menlo Park, CA
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Cool. Nice project.

Thu Jun 14, 2018 11:40 pm
Cross Eyed!

Joined: Mon Mar 02, 2015 3:58 pm
Posts: 149
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Have you considered using a 3D scanner, such as Kinect, for geometry mapping?

Fri Aug 10, 2018 9:10 am
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