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In its simplest form, the light cast from a typical project is typically a rectangle.
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- Images
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- Video
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#### Processing
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[Marcin Ignac](http://marcinignac.com) has an example for Processing, aptly named [Projected Quads]([Projected Quads](http://marcinignac.com/blog/projectedquads-source-code/). Try putting your own graphics in Processing's draw loop, and modifying the projected quads to match an object.
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[Example for Processing](http://marcinignac.com/blog/projectedquads-source-code/ProjectedQuadsTest.zip)
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's' save layout
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### Mesh Mapping w/OpenFrameworks
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### Mesh Mapping
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By manipulating a mesh, we are effectively interleaving form and software geometry.
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#### OpenFrameworks
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[Mesh Mapping Example in OpenFrameworks](https://github.com/quilime/of-meshMappingExample)
Computer Vision techniques use matrix transformations to approzimate focal distortion through a lense. This method distorts the frame of reference based on a pattern, or markers on a physical object, usually read by a camera, sensors, or manual input.
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[ProCamToolkit](https://github.com/YCAMInterlab/ProCamToolkit/) is a modular toolkit developed with YCAM Interlab by Kyle Mcdonald, built with OpenFrameworks. It's collection software and code for openFrameworks aimed at making high level projector-camera calibration more accessible.
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Mapamok is a module of ProCamToolkit used for for exploring projection mapping. It includes features for matching geometry to space using camera vision, rapid prototying with GLSL Shaders, and camera calibration tools.
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### Manual Calibrated Optical Mapping with Mapamok
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- Using the toolkit of your choice, consider an architectural element in the Theater for your own software mapping.
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- Identify a narrative, and technical execution.
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- Plan to balance your the time spent modeling, content creation, projector installation, and form matching.
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- Group work is encouraged. Divide up tasks, share amongst teams.
After downloading Mapamok, grab the grandtheater.dae file in the assets/ folder of this repo, and put it inside Mapamok data folder. Rename the "grandtheater.dae" to "model.dae". You'll have to rename the original "model.dae" to something else.
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Then, follow along with the [Mapamok Tutorial](https://github.com/YCAMInterlab/ProCamToolkit/wiki/mapamok-(English).
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====
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## Day 3, Aug 23 2014, 12-6pm
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### Projectors
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#### DLP
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DLP stands for digital light processing. These projectors use tiny mirrors to reflect light toward the screen (an "on" pixel) or away (an "off" pixel). Most use a color wheel -- literally a spinning wheel with color filters -- to create sequential color. Some high-end models use three DLP chips; one each for red, green, and blue. DLP projectors range in price from a few hundred dollars to tens of thousands, and more. Most projectors in movie theaters use DLP. A challenge imposed by DLP projectors is that unless you are filming them with a high-end camera, you will see banding on most consumer digital cameras.
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Pros of DLP:
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- Great color accuracy
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- Great contrast.
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- Best contrast ratios and shadow detail.
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- Same technology as projectors installed in digital theaters.
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Cons of DLP:
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- On some projectors, viewers can detect a color breakup effect called the "rainbow" effect.
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- Sometimes color saturation is not as good as LCD or home theater DLP projectors.
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#### LCD
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LCD, i.e., liquid crystal display, is the technology found in most TVs. LCD projectors use three liquid crystal panels, each tasked with creating an image using just one of the primary colors (red, green, and blue). All three are projected on the screen at once, so you see a full color image. LCD projectors range in price from a few hundred to several thousand dollars. LCD projectors will film properly with hand-held and consumer cameras, they are ideal for documenting projection works.
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Pros of LCD
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- Very bright
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- True high definition models are the least costly of any technologies with 720p models starting at under $2k.
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- Great color saturation.
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- 1000 lumen and lower models will usually have long lasting lamps.
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- Cna be filmed with consumer cameras w/out banding.
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Cons of LCD
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- Dead pixels are common.
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- Contrast ratios are lower than those on DLP projectors.
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- Shadow detail and absolute black levels fall short of DLP powered projectors.
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- Panel convergence problems (where the three LCD panels don't align properly producing a noticeable color halo around each pixel) are common.
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- LCD panels are organic and lose image quality over time. The less the machine is used each day, the less of a problem this is. Projectors that are used for over eight (8) hours a day can exhibit problems fairly quickly.
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- Color uniformity across the image is lower than that of DLP powered projectors.
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#### LCoS
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LCoS, or liquid crystal on silicone projectors, came along at about the same time as DLP powered projectors. It is a bit of a hybrid between LCD and DLP LCoS technology is also referred to as reflective LCD, while individual manufacturers use their own names. Sony and JVC are the primary manufacturers of LCoS projectors, which they call SXRD and D-ILA, respectively. LCoS projectors range in price from a few thousand dollars to a few models that are in the tens-of-thousands range.
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Pros of LCoS:
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- LCoS resolutions tend to start at SXGA enabling native 720p high definition images to be shown.
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- Like LCD, LCoS machines can be very bright.
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- Offers a very smooth, film-like image due to its pixel structure.
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- Great color saturation and accuracy.
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Cons:
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- Can be pricey, although based on resolution, the cost is not much more than that of DLP.
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- Dead pixels are more visible than with other technologies and happen as often as with LCD's.
### Workshop: Quad Mapping with Processing (OpenGL)
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Navigate to the examples/ folder in this repo and open ProjectedQuadsGLShaders example. This example is based on the Quad Mapping tutorial from the first day, but includes Video and GLSL Shaders.
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Added Features
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- Ported to OpenGL
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- Live Video Textures
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- GLSL Shaders
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- Shader Uniforms are passed into the shaders-
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- Live Shader Reloading
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Updated Key Commands
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'SPACE' toggle debug mode
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's' save settings
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'l' load settings
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',' select next quad in debug mode
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'.' select prev quad in debug mode
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'1', '2', '3', '4' select one of selected quad's corners
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Arrow keys (left, right, up, down) move selected corner's position (you can also use mouse for that)
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## Day 3, Aug 23 2014, 12-9pm
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Claim an architectural element of the Gray Area Theater for you or your group, and map it using the framework of your choice! Group work is encouraged.
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### ***CLASS CHALLENGE! . . .***
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- Use the toolkit of your choice to map the theater
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- Consider which architectural elements in the theater you want to map
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- Use mesh mapping, quad mapping, CV methods, mapamok, or combination.
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- Balance your the time spent modeling, content, installation, calibration
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- Group work is encouraged! Divide up tasks, share amongst teams.
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