View Full Version : Where do I apply a transform mat. for software keystoning?

06-19-2015, 08:58 AM
Hi guys,

We're implementing a webcam + checkerboard based calibration procedure developed by Moreno and Taubin (http://mesh.brown.edu/calibration/) for software keystoning. The procedure compensates for spherical aberrations on the lens of the projector and for non-orthogonal projector placement. This should be very helpful for vizmove, and more specifically, for vizcave and powerwall setups.

The process results in a projector transform matrix that should operate on the pixels of the powerwall projection. The question is: where is the best place to apply this matrix? Should I apply it as a GLSL shader? A property of the viewpoint ?

I'll very happily share once it's complete, hopefully later this summer.

- gD

06-23-2015, 04:14 PM
You would apply this transformation in Vizard using a custom post-process shader (http://docs.worldviz.com/vizard/#postprocess_basics.htm).