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Digital Projection Lightning 38 Sx+ 3d User Manual

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    6.5 Working with the Mesh Transform algorithm
    To start working with Mesh Transform algorithm, click the “Warp” icon, add the Mesh 
    Transform algorithm and start with setting the grid size to 1x1. First ma\
    p the four corners to 
    their desired location. As required, increase the grid size. This will add more rows, columns 
    and control points to the mesh and enable the possibility to map the grid correctly onto the 
    surface. Figure 6-4 is showing a simple 3x3 grid using the Mesh Transform algorithm. Even 
    though the lines between the control points are not smoothly curved in the user interface, 
    they will be in the processing system unit and hence on the screen.
    Figure 6-4.  Working with the Mesh Transform algorithm    
    						
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    32FUSION – Geometry correction
    6.6 Working with Mesh Bezier algorithm
    To start working with Mesh Bezier algorithm, click the “Warp” icon, add the Mesh Bezier 
    algorithm and start with setting the grid size to 1x1. The grid you see \
    now will contain four 
    control points – one in each corner. In addition all control point will have 2-4 additional, white 
    control points for controlling the Bezier vectors in a given point, Figure 6-5.
    Figure 6-5.  Mesh Bezier with 1x1 grid
    First map the four control points (orange) to their desired location. Then move the Bezier 
    control point to curve the lines between to control points to map the screen geometry (Figure 
    6-6). When using this algorithm, geometry mapping to cylinders, spheres and other well 
    defined surfaces can be done with very few control points. Like with the Mesh Transform 
    algorithms, the grid size can be increased as much as needed to get the required accuracy 
    for a given surface. A 1x1 grid should regardless of the projection surface be used as a 
    starting point.   
    						
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    Figure 6-6.  Working with Mesh Bezier, simple mapping
    6.7 Fine tuning control points 
    To fine tune the position of a warping control point, first click on the control point.  
    Then press and hold Ctrl while using the arrow keys on the keyboard to move the control 
    point.
    6.8 Real Time Warp 
    Real Time Warp state can be turned off and on in the Calibration View Toolbar, see Figure 
    6-7. When Real Time Warp state is Off, the grid will be on display and in the user interface. 
    When Real Time Warp is On, the image from the IG will be shown on the display, while the 
    grid is shown in the user interface.
    Figure 6-7.  Real time warp state    
    						
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    34FUSION – Geometry correction
    When Real Time Warp is On, only the active control point will be added to the image from the 
    IG if Show active is selected. Show active can be enabled in the Calibra\
    tion Panel Toolbar 
    see Figure 6-8.
    Figure 6-8.  Calibration panel guide points
    Note! When working on a warp in Real Time mode, the displayed, warped image will be gen-
    erated using a linear approximation. When going online the selected algorithm will be used to 
    calculate the online image. There could be a small difference between the image in Real Time 
    warp mode and in online mode.   
    						
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    7 Edge blending
    7.1 Introduction
    Edge Blending is a companion feature to Image Geometry Correction. Edge Blending ena-
    bles the seamless projection of a large image using several overlapping projectors. Since 
    geometry correction for projection on non-flat surfaces is a built-in requirement in almost all 
    Edge Blending systems, the pairing of Edge Blending and Image Geometry C\
    orrection in the 
    same video signal processor is a natural one.
    7.2 Edge blending algorithms
    The FUSION processing system support two different types of edge blending: Basic and 
    Advanced
    7.2.1 Basic edge blending
    Basic edge blending is used for simple and slightly curved surfaces. A p\
    ercentage or a 
    defined number of overlapping pixels is specified. The overlapping r\
    egion of each side (top, 
    bottom, left, right) of the image is then geometry corrected with the warping that is being ap-
    plied to the image.
    7.2.2 Advanced edge blending
    Advanced edge blending is used for more complex surfaces like a dome (spherical). With 
    advanced edge blending, warping and blending is completely disconnected.\
     After correct 
    geometry correction has been applied, multiple blend areas are defined to create the seam-
    less image.
    7.2.3 User interface for basic edge blending
    To apply basic edge blending to an image, select “Blend” from the left hand toolbar, and 
    select Basic Blend Setup. The window in Figure 7-1 will appear.
    Note! Overlap (shared pixels between two channels) must be applied in the I\
    G.    
    						
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    36FUSION – Edge blending
    Figure 7-1.  Basic edge blending.
    In the Basic Blend setup window, overlapping pixels (or percent) can be specified. The blend 
    drop-off curve of can also be tuned. Tuning the blend drop off curve is also possible when 
    the unit is in Online state, for a visual fine tuning of the curve.   
    						
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    7.2.4 User interface for advanced edge blending
    To apply advanced edge blending to an image, select “Blend” from the actions toolbar, and 
    select Advanced Blend Setup. All blend zones will now have to be added m\
    anually. Click 
    “Add zone” and select a default location for the blend zone, see F\
    igure 7-2.
    Figure 7-2.  Adding a blend zone.    
    						
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    38FUSION – Edge blending
    The “Add Blend Zone” window in Figure 7-3 will appear. Configure the initial parameters for 
    the blend zone and click “Add Blend Zone” to add it to the UI. “\
    White” means the location of 
    the full on side of the blend zone (white line). “Black” means t\
    he location of the full off side of 
    the blend zone (black line). These blend zone will be completely disco\
    nnected from the warp-
    ing and should hence be applied after the geometry correction is complete.
    Figure 7-3.  Add blend zone window.
    7.2.5 Adjusting the shape of advanced edge blending zones
    Working with the advanced edge blending zones is very similar to the cont\
    rols of Mesh Warp 
    Bezier. All control points and Bezier points can be used to create the correct shape for the 
    blend zones. Figure 7-4 shows two blend zone, top and left, where adjustments for perfect fit 
    have been done.
    Figure 7-4.  Working with advanced edge blending.   
    						
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    7.2.6 Adjusting the advanced blend drop-off curve
    The drop-off curves can be configured individually for advanced blend. Click on a control 
    point in the blend zone you would like to adjust, or select multiple poi\
    nts or blend zones with 
    by dragging a selection rectangle over the areas of interest. Then select “Drop-off Curve” in 
    the Calibration panel toolbar. Adjust the drop-off curve with the vertical and horizontal sliders, 
    as illustrated in Figure 7-5.
    Figure 7-5.  Adjusting the blend drop off curve.    
    						
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    40FUSION – Edge blending
    Go to custom if you need to change the selected curve or enter a new man\
    ually, as seen in 
    Figure 7-6.
    Figure 7-6.  Drop-off curve setup   
    						
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