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):
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
brantlew
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Joined: Sat Sep 17, 2011 9:23 pm Posts: 2220 Location: Menlo Park, CA
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