Where do I apply a transform mat. for software keystoning?
Hi guys,
We're implementing a webcam + checkerboard based calibration procedure developed by Moreno and Taubin 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. Thanks, - gD |
You would apply this transformation in Vizard using a custom post-process shader.
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