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vvvv Docum entation Learning Tutorials How To Project On 3D Geom etry

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How To Project On 3D Geometry


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This article provides a manual approach to solving problems related to the following topics:
Projecting on 3D Geometry
Texturing real Architecture via Projections
Projection/Video Mapping
Undistoring Projections
Augmented Reality
C amera Matching/Resectioning/C alibration
Pose Estimation
Note that due to the manual nature of the described approach your results will not be perfect, but can
be quite good depending on your patience.

Shoutbox
~3h ago

udo2013:
http://www.youtube.com/watch?
v=xoG24x137ac
~6h ago

Introduction
Projection on a flat surface
Projection on an arbitrary surface
Manually matching a static virtual projector with a real projector
Virtual replica of the real scene
Flat textures aligned to the surface
Lights and Shadows
3d illusion
Virtual C amera's perspective is different to real world projector position
Projecting on two sides of a house with one perspective
360 projection setup

phlegma: H OM E OMOR
PH ISM_Dome A/V
Performance https://vimeo.com/109912712
~7h ago

nissidis: happy new year


!
~10h ago

tekcor: happy new year


you guys too!!
~11h ago

Introduction

skyliner: wish you all a


vvvvantastic 2015 !!!!

All the above mentioned topics deal with the same problem: Find the pose (position, orientation) of an object or
the pose and lens characteristics (field of view, shift) of a camera viewing that object.

~1d ago

In cinematography with 3d visual effects the terms "match moving" or "camera tracking" are used to
describe the problem of matching a real world scene with its virtual counterpart in order to mix them together
seamlessly. For this task a list of software exists ( boujou, 3d equalizer, ...) that makes the live of visual
effects people easier.
For realtime computergraphics the ARToolKit provides a way that works for certain situations (see
ARTK+Tracker? for a vvvv implementation) and companies like domeprojection offer projector
autocalibration services. But as long as vvvv doesn't have nodes to patch something like this or even this
the manual approach for static matching can still help to solve certain problems.

Projection on a flat surface


If your projection target is a flat surface, like a wall and your projector is at an arbitraty position, not exactly
facing the part of the wall you want to project to, the projected image looks distorted. Using
Homography (Transform 2d) you can easily pre-distort the image you project so that it appears undistorted
on the surface.

antokhio: happy new


year from cold bloody
moscow
~2d ago

Noir:
https://developer.nvidia.com/content/newflex-features
~4d ago

MartinUI:
https://www.youtube.com/watch?
v=aMli33ornEU
~5d ago

mediadog: @DiMiX Hey


those side-pocket shots are
locked, hit anywhere and
they will go in! But cool
nonetheless.
~5d ago

Note: Like this you can always get a correctly looking projected image on a flat surface independent of the
projectors position, orientation to the surface and its lens characteristics.

Projection on an arbitrary surface

Joanie_AntiVJ: testers
needed :) mapping-toolkit2d
read more
follow on twitter

Manually matching a static virtual projector with a real projector


When projecting onto an arbitratry 3d surface, no matter how the projector is positioned and oriented towards
the surface the resulting image will mostly look distorted. Note though that there is one point from which the
projected image looks perfectly aligned, that is: the position of the projector.
The photos below show a simple sculpture of 2 boxes with a windows-desktop projected flat on it. While in the
left photo the projected image is distorted, in the right photo, taken from the projectors point of view, the
projected image looks correctly.

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Having seen the above you should now understand that the key to a correctly undistorted projection is the
following:
A projection onto an arbitrary surface looks undistorted (ie. exactly as being projected) when seen
from the point of view of the projector.
Also compare

Distorted way-finding-system and

3D Painted Rooms.

So in order to achieve an undistorted look on an arbitrary surface you simply have to provide the projector
with an image that depicts a view onto that surface from its own (the projectors) position. Or in other words:
consider the real projector being a camera in virtual space, viewing a virtual replica of the real projection
surface. If you project the image this virtual camera sees with the real projector, it would fit exactly and look
undistorted on the real surface.
Note that this works perfectly only in theory, as chances are that your virtual scenes parameters will never
exactly match your real world parameters, as some of them, like the projectors orientation, are hard to
measure precisely. But never mind, there begins the manual tweaking of those parameters and with some
patience and practice you'll get quite good results.

Virtual replica of the real scene


C reating a virtual copy of your real world setup includes three steps:
define the origin for your real worlds coordinate system which you will match with your
AxisAndGrid (DX9) within vvvv.

create the target projection surface as a 3d model and place it correctly in your virtual scene regarding the
coordinate systems origin: you can do this using an external 3d modelling tool or using vvvvs geometric
primitivs. Anyway its best to have a mesh which you can finetune manually using
PointEditor (3D Persistent) during the matching process.
measure the position, orientation and lens-characteristics of the projector: use the Projector (EX9)
module and specify all parameters this node offers. Look for sketches like the following in the projectors
manual that provide you with the information for lens-shift and field of view of the lens.

At this point you have a basic setup where the virtual scene matches the real world. Take your time to fiddle
with the parameters of the Projector (EX9) module or slightly adapt your mesh using the
PointEditor (3D Persistent) module until you are satisfied with the overlapping of your virtual and real world
scene.
ProjectionMapping_SimpleSetup.v4p (27.74 Kb)]

Flat textures aligned to the surface


With this basic setup it is now simple to achieve an effect like in dotdotdot's Valcucines skyscraper project.
Here it is the goal to project images in a way that they feel like a property of the target surface, ie. like they
where a texture of the object. The textures should look exactly the same, from whatever position you view the
surface/sculpture and certainly independent of the projectors position.

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By rendering the 3d model from the same viewpoint and using the same lens-characteristics as the real
projector has for the virtual camera, the resulting image will perfectly fit the projected surface. Any flat
textures you give the 3d model (in the above example a simple black cross on white) will look undistorted on
the real surface and therefore look and behave naturally like flat textures that look the same independent of
the spectators point of view.

Lights and Shadows


Any shading (including lighting and shadowing) you apply to the virtual model is a surface oriented effect and
as such behaves like a flat texture on the model. Effects like seen in our own Lightstrive and Pablo Valbuena's
Augmented Sculpture Series can be realized just like this.

3d illusion
Fake 3d effects like seen in Pablo Valbuena's The Hague C ity Hall projection, AntiVJs Nuit Blanche Bruxelles
projection and some of easyweb's projections contain an additional quirk you should be aware of.
While with the above setup those effects are quite easy to achieve, by simply adding 3d extensions to your
virtual model, for a spectator they really only work from the one point in real world that corresponds to the
virtual cameras position. Like this simple example shows, when viewed from about the projectors perspective
the text seems to be extruded from the little box. When viewing the same projection from a completely
different point, the illusion is gone.

But never mind, in many cases this isn't a big deal as our TV/cinema trained eyes and brains are quite tolerant
with such visual challenges as long as our viewing position isn't too far off the actual position. Also compare
John Beever's Pavement Drawings.

Virtual Camera's perspective is different to real world projector


position
With some setups it is just not possible to have the real projector's position match the virtual
camera's/projector's position:
You may want the virtual scene to be viewed from a position where you cannot place the projector in real
world
You may want several real world projectors to share one virtual perspective.
In those situations you need 2 render-passes:
the first pass renders the scene from the desired perspective
the second pass renders the scene from the desired real world position of the projectors WHILE the result
of the first pass is being projected onto the 3d models surface from the perspective of the virtual camera.
Examples:

Projecting on two sides of a house with one perspective


In this setup the idea was to project (among others) 3d-illusion effects onto the facade of the FH Schwbisch
Gmnd.

Knowing that those effects only work from one perspective a spectators view was chosen from which both sides
of the facade can be seen. That is in the middle of the two real projectors to be used.

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Here is a patch that demonstrates the basic setup:


ProjectionMapping_2ProjectorSetup.zip (12.11 Kb)]

The above picture demonstrates that the 3d-illusion only works from the specified virtual camera/spectator
position. For more results of the 5 days workshop in Schwbisch Gmnd see here.

360 projection setup


In a 360 projection the virtual cameras all need to be placed in the same position, with only different
rotations. While this is possible in a virtual scene you cannot put several physical projectors at exactly the
same place in the real world.
For an extensive demo of a 360 projection setup, including soft-edging, see:
small 360 degree setup.zip (35.95 Kb)]

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