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A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion Tyler Johnson, Florian Gyarfas,

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Presentation on theme: "A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion Tyler Johnson, Florian Gyarfas,"— Presentation transcript:

1 A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion Tyler Johnson, Florian Gyarfas, Rick Skarbez, Herman Towles and Henry Fuchs Department of Computer Science University of North Carolina at Chapel Hill IEEE VR– March 14, 2007

2 A Personal Surround Environment2 Multi-Projector Display

3 A Personal Surround Environment3 Wide-FOV Projectors Conventional Projector Fisheye-Lens Projector Conventional vs. fisheye lens projector

4 A Personal Surround Environment4 Outline Distortion due to Non-Planar Surfaces Lens Distortion Correction for Projectors Results Contributions and Future Work

5 A Personal Surround Environment5 Non-planar Display Surfaces P

6 A Personal Surround Environment6 Geometry Compensation via Ray Tracing Display Surface Viewer Projector Projector Image Required Information Viewer location Display surface model Projector calibration

7 A Personal Surround Environment7 Classic Remapping Algorithm 2-Pass Rendering (Raskar ’98) Pass 1: Render application scene Pass 2: Remap Pass-1 Image Viewer Projector

8 A Personal Surround Environment8 2-Pass Rendering P Pass-1Pass-2 Display Surface Geometry Pinhole Projection Assumes no lens distortion!

9 A Personal Surround Environment9 Distortion with Wide-FOV Lenses Input Image Projected Result

10 A Personal Surround Environment10 Previous Applications of Wide-FOV Projection Elumens VisionStation Hemispherical display screen with fisheye-lens projector for immersive display. Static projector/display surface relationship. Distortion correction based on optical/mechanical design specifications.

11 A Personal Surround Environment11 Previous Applications of Wide-FOV Projection Konieczny ’05, “A Handheld Flexible Display System” Allows exploration of volume data using a deformable hand-held screen. Dynamic display surface.

12 A Personal Surround Environment12 Our Goals Our goals were to provide camera-based calibration for wide-FOV projectors geometric correction for arbitrary display surfaces support for tracked viewers

13 A Personal Surround Environment13 3-Pass Rendering Pass-1Pass-2 Display Surface Geometry Pinhole Projection Pass-3 Lens Distortion Correction

14 A Personal Surround Environment14 3-Pass Rendering Issues for Wide-FOV Lenses Fisheye lenses are highly non-linear Pinhole approximation in Pass-2 leads to sampling issues during lens distortion correction in Pass-3.

15 A Personal Surround Environment15 Sampling Artifacts Display Surface P 3-Pass Rendering All Passes at Projector Resolution (1024 x 768)

16 A Personal Surround Environment16 Pass-3 Sampling Issues Fisheye and pinhole lenses have very different spatial sampling characteristics Leads to sampling issues during lens distortion correction. Fisheye lens (output) Pinhole lens (input) Under-sampled! Over-sampled!

17 A Personal Surround Environment17 Sampling Artifact Reduction Pass 1-2: 4x Projector Resolution (4096x3072) Pass 3: (1024x768) P Display Surface

18 A Personal Surround Environment18 A New Approach Remove the pinhole approximation of the wide-FOV lens. Use the actual lens model of the projector. Allows simultaneous compensation for lens distortion and non-planar surface geometry.

19 A Personal Surround Environment19 Changes to Correction Pipeline Pass-1Pass-2 Display Surface Geometry Pinhole Projection Pass-3 Pinhole Projection Lens Distortion Correction Projector Lens Model Use actual projector lens model to avoid resampling artifacts!

20 A Personal Surround Environment20 A New Approach Display Surface Viewer Projector Pre-compute where projector rays intersect the display surface! Projector Image

21 A Personal Surround Environment21 Implementation Pre-compute the projector to display surface (ray) mapping Store this projector-resolution, 2D to 3D map on GPU as a floating-point texture. Static map - independent of viewer location. New Pixel Shader At each projector pixel: Look up vertex on the display surface. Project the vertex into ideal image to obtain output color.

22 A Personal Surround Environment22 Results All Passes at Projector Resolution (1024x768) Display Surface P

23 A Personal Surround Environment23 Calibration Capture structured light patterns with camera-pair Calibrate projector Linear calibration followed by non- linear optimization incorporating projector lens model Reconstruct surface geometry RANSAC-based plane fitting technique [Quirk, EDT 06] General reconstruction techniques can also be used

24 A Personal Surround Environment24 Viewer Tracking Could apply simple 2D-2D mapping Applies only to stationary viewer! Our approach is independent of the viewer location Viewer location can be updated each frame Pass-1 Combined Pass-2 & -3 Remapping 2D - Mapping Only applicable for Stationary Viewer

25 A Personal Surround Environment25 Heterogeneous 2-Projector Display Also applicable to conventional projectors Hybrid Display with Conventional and Fisheye-lens Projectors Fisheye-lens Projector Display Surface Conventional Projector

26 A Personal Surround Environment26 Results Video

27 A Personal Surround Environment27 Contributions Single-pass geometric remapping algorithm Correcting for both extreme lens distortion and display surface geometry Minimizes sampling and FOV issues with fisheye lenses Simple GPU shader program implementation Static 2D:3D mapping stored as 3D floating point texture Demonstrated applicability Personal surround environment with a single fisheye lens projector Conventional or Wide-FOV fisheye AND Heterogeneous displays Applicable to real-time VR applications with user-head tracking

28 A Personal Surround Environment28 Future Work Methods to further reduce sampling artifacts Mip-mapped Pass-1 textures for geometry optimized sampling. Application of more general lens models [Kannala, IEEE TPAMI, Aug. 06] Real-time, continuous calibration Accommodate projector or display surface changes while the application running. Dynamic vs. static Pass-2 re-map function.

29 A Personal Surround Environment29 Thank You Funding support: ONR N00014-03-1-0589 DARWARS Training Superiority program VIRTE – Virtual Technologies and Environments program Elumenati LLC for loan of fisheye-lens projector


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