Abstract

Projection-based mixed reality is an effective tool to create immersive visualizations on real-world objects. Its wide range of applications includes art installations, education, stage shows, and advertising. In this work, we enhance a multi-projector system for dynamic projection mapping by handling various physical stray-light effects: interreflection, projector black-level, and environmental light in real time for dynamic scenes. We show how all these effects can be efficiently simulated and accounted for at runtime, resulting in significantly improved projection mapping results. By adding a global optimization step, we can further increase the dynamic range of the projection.

Highlights

  • Projection mapping setups are a popular way to alter the appearances of real-world objects, and are used in a wide range of applications

  • Interreflection: The indirect light produced by projecting on concave areas of white Lambertian target geometry

  • In this paper we show how to simulate all these straylight effects and compensate for them, by reducing the projected light. This requires the real-time simulation of interreflections and environmental lighting, for which we apply techniques from real-time rendering

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Summary

Introduction

Projection mapping setups are a popular way to alter the appearances of real-world objects, and are used in a wide range of applications. The system presented in this paper is based on the work by Siegl et al [1]. Their multi-projection system tracking the target object in blending between projectors is continuously adapted to the current object position and orientation. To compute the correct blending between projectors, a non-linear system, incorporating multiple projection quality terms, is solved on the GPU. With this system, a very high quality projection mapping is achieved. Our adaptive algorithm noticeably improves the visual quality without a significant impact on performance

Previous work
Base system
Real-time interreflection correction
Self shadowing and limited range
Implementation
Linear color space
Projector black-level
Environmental light
Global optimization
Results and discussion
Performance
Conclusions
Full Text
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