A Personal Surround Environment: Projective Display with Correction for
Display Surface Geometry and Extreme Lens Distortion
Abstract
Projectors equipped with wide-angle lenses can have an advantage
over traditional projectors in creating immersive display environments
since they can be placed very close to the display surface to
reduce user shadowing issues while still producing large images.
However, wide-angle projectors exhibit severe image distortion requiring
the image generator to correctively pre-distort the output
image.
In this paper, we describe a new technique based on
Raskar�s two-pass rendering algorithm that is able to correct
for both arbitrary display surface geometry and the extreme lens
distortion caused by fisheye lenses. We further detail how the
distortion correction algorithm can be implemented in a real-time
shader program running on a commodity GPU to create low-cost,
personal surround environments.
Results
(Download Video - 56MB)
(Left) Three-pass correction for display surface geometry and fisheye distortion. (Middle) Three-pass correction super-sampled 4x. (Right) Our
two-pass method without super-sampling.
An immersive display built with a single fisheye projector.
Publications
T. Johnson, F. Gyarfas, R. Skarbez, H. Towles, H. Fuchs, "A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion" Proceedings IEEE VR 2007, Charlotte, NC, Mar, 2007 (pdf | slides | video)
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