Ramesh Raskar, Michael S. Brown, Ruigang Yang, Wei-Chao Chen,
Greg Welch, Herman Towles, Brent Seales, Henry Fuchs
Conventional projector-based display systems are typically designed around precise and regular configurations of projectors and display surfaces. While this results in rendering simplicity and speed, it also means painstaking construction and ongoing maintenance. In previously published work we introduced a vision of projector-based displays constructed from a collection of casually-arranged projectors and display surfaces.
In this paper we present flexible yet practical methods for realizing this vision, enabling low-cost mega-pixel display systems with large physical dimensions, higher resolution, or both. The methods afford new opportunities to build personal 3D visualization systems in theaters, research laboratories, or even your living room. As a demonstration of the simplicity and robust nature of the methods, we show (in the included video) that a 10-year old child can construct and calibrate a two-camera, two-projector, head-tracked display system, all in about 15 minutes.
CR Categories: I.3.3 Computer Graphics: Picture/Image Generation -Digitizing and scanning; Display algorithms; Viewing algorithms; I.3.7 Computer Graphics: Three-Dimensional Graphics and Realism - Virtual reality; I.4.1 Image Processing and Computer Vision: Digitization and Image Capture - Imaging geometry; Camera calibration; Sampling; Scanning; I.4.8 Image Processing and Computer Vision: Scene Analysis - Range data; Shape; Surface fitting; Time-varying imagery; Tracking; I.4.9 Image Processing and Computer Vision: Applications; B.4.2 Input/Output and Data Communications Input/Output Devices - Image display.
Additional Keywords: display, spatially immersive display, intensity blenging, image-based modeling, image-based rendering, range, depth, reflectance, projection, virtual environments, calibration, autocalibration.