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WATS Presentation. Multi-projector displays using commercial of the shelf (COTS) projectors Andrew Jamison CEO, Scalable Display Technologies. Example Case: 50 COTS HD projectors on a 40’ dome. Message: “It’s all about the system solution”…. The system as a “pixel pipeline”. Image
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WATS Presentation Multi-projector displays using commercial of the shelf (COTS) projectors Andrew Jamison CEO, Scalable Display Technologies
Example Case: 50 COTS HD projectors on a 40’ dome Message: “It’s all about the system solution”…
The system as a “pixel pipeline” Image Generator Warping Function Projector Screen • COTS “home cinema” projectors • Color correction/control • Light/black levels • Color depth (10 bit) • Geometry correction • Accuracy & warp location • A word on texture filtering
Color Correction/Control Three projector illustration • Projector color calibration is a requirement • Projector must have Ethernet connection & knobs to turn • Serial connections work but require more parts in the system • Set projector in “cinema mode” • Two approaches to calibrate color • Shaders – send corrected pixels to the projector “input” • Correct the projectors “output” – modify settings of the projector Available dynamic range 1 2 3 1 2 3 Projector “output” Corrected “Input” only Correction
Color Calibration Trade-offs • Input side • Offers opportunity for localized correction of “hot spots” and other aberrations • Faster to calibrate • One weak lamp can drag down the performance of the entire array • “Lowest common denominator” • Output side • Maximizes dynamic range of array • More difficult to execute • Requires communication with each individual projector make and model • Takes longer to calibrate
“Output” approach considerations • There are two typical methods to control projectors remotely • “menu based” control • Mimic a remote control • Slow and subject to missed commands • “value based” control • Can receive specific values • Much faster and more accurate Ask your vendor to provide “value based” control
Light/black levels • First consider impact of screen shape/finish • Part 60 4.d – surface contrast ratio – 5:1 • cross reflectance…1 lux of ambient light (i.e. a small candle), the max perceivable contrast ratio is 500:1. A dimly lighted room with 30 lux of lighting would squash the maximum perceivable contrast ratio to 50:1 • “Black Level” – no more than .015 candelas/square meter (cd/m²) in an unlit portion of a displayed scene as measured from the pilot eye-point. • Contrast ratio of projectors • Low contrast results in low resolution but high contrast does not necessarily mean high resolution • High CR is a good goal but be careful of marketing numbers…did it say ANSI? • Look for iris and iris controls • Brightness • 4.e - Not less than six (6) foot-lamberts (20 cd/m2).
Black level challenge Edge-blended “tiled” example Projector 1 Projector 2 Shared pixels and elevated black here Projector 3 Projector 4 High contrast ratio projectors are required for good blends Area of maximum shared light
Color depth 10 Bit color through the entire pipeline makes for brilliant displays
Geometry Calibration • Objective is to align the pixels and blend the edges • Manual calibration • Practical and cost-effective for some scenarios • Small arrays and flat screen • Advanced tools are available but challenges persist • Fully automatic calibration • Domes, cylinder and other complex geometries are very difficult to correct manually • Fast, reliable and flexible
Geometric Accuracy • 4.c - System Geometry – • 5° even angular spacing within ±1° as measured from either pilot eye point and within 1.5° for adjacent squares. • Uniformity of a grid as measured by theodolite • 6.e - The visual system must be free from optical discontinuities and artifacts that create non-realistic cues. • Geometric mesh must be free of aberrations or discontinuities • Some manual approaches suffer from this…
Geometric warping location • Three places to execute geometric warping • Projector • External box • IG • External box and projector warping • “application independent” • Can be fully automatic • Possibility for good filtering • IG warping • “application dependent” – requires SDK integration • Truly zero latency since warp is within the 16ms render cycle – (typically .15ms) • Also consider aliasing artifacts
Texture Filtering Basics Better quality re-sampling = better quality images Polynomial interp. Nearest neighbor Linear interpolation
A view on resolution • 4.f – Not greater than two (2) arc minutes (per pixel). F Horizontal Field Of View ~ 143 degrees Comparable to 50mm lens (8,400 arc minutes) 4,200 unique pixels needed ~ 5,000 projected pixels Including overlap 1 arc minute = .3 milliradians Each pixel = .6milliradians Sony – 4K pixels / 100°
One radian is the anglesubtended at the center of a circle by an arc that is equal in length to the radius of the circle. 1 radian = 57.3°
Graphic Cards Allow for Resolution Higher • Multi-GPU technology (Vista only) • nVidia's 'SLI' • ATI's 'Crossfire‘ • Quad output cards • Pixel shader abilities
It’s a system • Points of failure are: • Cables • Connectors • Power supplies • Simulators/FTD are controlled environments • Know screens, IGs, projectors • These are repeatable environments