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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
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A Personal Surround Environment:

Projective Display with Correction forDisplay 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

A Personal Surround Environment2

Multi-Projector Display

A Personal Surround Environment3

Wide-FOV Projectors

Conventional Projector Fisheye-Lens Projector

Conventional vs. fisheye lens projector

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Outline

Distortion due to Non-Planar SurfacesLens Distortion Correction for ProjectorsResultsContributions and Future Work

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Non-planar Display Surfaces

P

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Geometry Compensationvia Ray Tracing

Display Surface

Viewer

Projector

Projector Image

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Classic Remapping Algorithm2-Pass Rendering (Raskar ’98)Pass 1:

Render application scene

Pass 2:Remap Pass-1 Image

Viewer

Projector

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2-Pass RenderingP

Pass-1 Pass-2

Display Surface

GeometryPinhole Projection

Pinhole Projection

Assumes no lens

distortion!

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Distortion with Wide-FOV Lenses

Input Image Projected Result

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Previous Applications ofWide-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.

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Previous Applications ofWide-FOV Projection

Konieczny ’05, “A Handheld Flexible Display System”

Allows exploration of volume data using a deformable hand-held screen.Dynamic display surface.

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Our Goals

Our goals were to providecamera-based calibration for wide-FOV projectorsgeometric correction for arbitrary display surfacessupport for tracked viewers

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3-Pass Rendering

Pass-1 Pass-2

Display Surface

GeometryPinhole Projection

Pinhole Projection

Lens Distortion Correction

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3-Pass Rendering Issuesfor Wide-FOV Lenses

Fisheye lenses are highly non-linearPinhole approximation in Pass-2 leads to sampling issues during lens distortion correction in Pass-3.

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Sampling Artifacts

Display Surface

P

3-Pass Rendering

All Passes at Projector Resolution (1024 x 768)

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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!

Over-sampled!

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Sampling Artifact Reduction

Pass 1-2: 4x Projector Resolution (4096x3072)

Pass 3: (1024x768)

P

Display Surface

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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.

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Changes to Correction Pipeline

Pass-1 Pass-2

Display Surface

GeometryPinhole Projection

Pass-3

Pinhole Projection

Lens Distortion Correction

Projector Lens Model

Use actual projector lens model to avoid

resampling artifacts!

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A New Approach

Display Surface

Viewer

Projector

Pre-compute where projector rays intersect

the display surface!

Projector Image

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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 ShaderAt each projector pixel:• Look up <x,y,z> vertex on the display surface.• Project the vertex into ideal image to obtain

output color.

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Results

All Passes at Projector Resolution (1024x768)

Display Surface

P

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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

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Viewer Tracking

Could apply simple 2D-2D mappingApplies 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

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Heterogeneous 2-Projector Display

Also applicable to conventional projectors

Hybrid Display with Conventional and Fisheye-lens

Projectors

Fisheye-lens

Projector

Display Surface

Conventional

Projector

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Results

Video

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Contributions

Single-pass geometric remapping algorithmCorrecting for both extreme lens distortion and display surface geometryMinimizes sampling and FOV issues with fisheye lenses

Simple GPU shader program implementationStatic 2D:3D mapping stored as 3D floating point texture

Demonstrated applicabilityPersonal surround environment with a single fisheye lens projectorConventional or Wide-FOV fisheye AND Heterogeneous displays

Applicable to real-time VR applications with user-head tracking

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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 calibrationAccommodate projector or display surface changes while the application running.Dynamic vs. static Pass-2 re-map function.

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Thank You

Funding support: ONR N00014-03-1-0589Funding support: ONR N00014-03-1-0589DARWARS Training Superiority program DARWARS Training Superiority program

VIRTE – Virtual Technologies and Environments programVIRTE – Virtual Technologies and Environments program

Elumenati LLC for loan of fisheye-lens projectorElumenati LLC for loan of fisheye-lens projector


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