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Image Correction for Immersive Visualization Systems Alex Timchenko 02/03/2006
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Project Background Immersive Visualization System TAMU TITF Grant 2002 - 2005 NSF Grant - Ongoing Principle Investigators Dr. Frederic Parke Dr. Donald House
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Project Purpose Development of a modular low-cost immersive environment Visuals consists of a set of projectors back- projecting images on polygonal facets Have to utilize readily available technology and materials Powerful programming API to facilitate development of new applications for the system
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5-Facet Display Example
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Need for Coherency Temporal coherency Each display must project a part of the world in-sync with the other projectors Achieved through network protocols Spatial coherency Two adjacent facets must display adjacent information with as little of a seam as possible
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The Problem Image alignment on individual projectors We Want…We Get…
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Problems with Projectors The projector is off-axis; lower distance shorter than upper distance Results in strong vertical perspective distortion
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Problems with Projectors Perspective distortion Vertical distortion Keystone Horizontal distortion Keystone correction not as common More expensive Keystoning reduces image quality Difficult to manually align projector
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Problems with Projectors Barrel Distortion Very difficult to manually correct Makes perfect alignment virtually impossible
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Problems with Projectors Other Problems Non-uniform Intensity Non-uniform Color Color difference between projectors
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Solutions Manual/Mechanical Solution Very difficult to precisely align No way to correct barrel distortion Software based solution Apply a real-time warp to the projected image, allowing the user to control the corners and midpoints of the polygon
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Solutions First approach: Quad-Grid Each edge vertex is moveable Moving the corners corrects perspective distortion Moving the edge points corrects barrel distortion
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Solutions First approach: Quad-Grid Good visual results Difficult to use Limited to quads Rendered with OpenGL evaluators
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Solutions
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Next Approach: Web Improved intuitive interface Applicable to n-sided facets Very simple structure
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Solutions Next Approach: Web Difficult to find centroid Texture “swims” across seams Localized texture effect Creates slight shear and pinch No side-effects Unaffected area pinch
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Solutions Next Approach: N-Grid Places a grid over an n-sided facet Distributes texture difference over a larger area Focuses distortion to corners Structure is difficult to handle OpenGL rendering issues
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Solutions Other approaches? Spring-based meshes Treat interior points as particles Treat edges as springs Spring Stability Return to initial state
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GPU Rendering Instead of relying on OpenGL default texturing, control the warping through the GPU Create a 2D displacement texture Access the displacement texture to get an offset, then access the image with the UV coordinates and the offset
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GPU Rendering If we can find a displacement map for a mesh, we can use it Requires fairly advanced GPU Hardware Texture Access Texture Access Common Functionality Parallel Texture Access Texture Access Texture Access Advanced Functionality Sequential Texture Access
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GPU Rendering Other advantages Color correction Easy to hue/color shift texel values Brightness correction Easy to adjust the brightness of texels Intensity falloff correction by altering brightness based on some grayscale image
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Conclusion Image correction critical to immersive display systems Commodity projectors introduce problems Perspective and barrel distortion are difficult to correct manually Software solutions based on grid structures and real-time image warping produces best results
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Thank you for listening!
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