Virtual Automotive: Projection Mapped...experience through Projected Light • Add dynamic details...
Transcript of Virtual Automotive: Projection Mapped...experience through Projected Light • Add dynamic details...
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Virtual Automotive: Projection Mapped Graphics for Automotive Design
Roy C. Anthony Kevin Moule
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Who we are • Roy C. Anthony
• Leads research initiatives creating new concepts and technologies designed to benefit Christie's extensive, global customer base.
• Kevin Moule • Focused on developing machine vision based system for automatically
warping and blending multi-projector displays.
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Christie at a Glance
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At Christie we help our customers create and share the world’s best visual experiences.
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Christie at a Glance
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Christie at a Glance
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Entertainment Solutions Business Products
Visual Environment - Visualization Visual Environment - Simulation
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Projection Mapping
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Projection Mapping • What can Projection Mapping
offer? • A “wow-factor”. • Cost-effective transformation of any
space • The projected image is mapped to fit
the surface and space .
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Projection Mapping • What can Projection Mapping
offer? • A “wow-factor”. • Cost-effective transformation of any
space • The projected image is mapped to fit
the surface and space .
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Projection Mapping • What can Projection Mapping
offer? • A “wow-factor”. • Cost-effective transformation of any
space • The projected image is mapped to fit
the surface and space .
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Projection Mapping • What can Projection Mapping
offer? • A “wow-factor”. • Cost-effective transformation of any
space • The projected image is mapped to fit
the surface and space .
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25 March 2014 CONFIDENTIAL 15
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25 March 2014 CONFIDENTIAL 16
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Projection Mapping • For traditional megapixel displays Christie
develops technologies like TWIST and AutoSTACK • Allow projection images to be warped and
blended automatically • Supports typical screen shapes • Supports techniques such as overlaying
multiple projected images for brightness
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CONFIDENTIAL 20
Projection Mapping
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Projection Mapping
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Projection Mapping • Problems?
• Approach and tools can be
ad-hock, using a custom production pipeline
• Every job may be uniquely built, with few reusable parts
• Workflow is “whatever works”
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Projection Mapping • So given this, we tried it!
• Used commonly accepted
popular toolkit • COTS projector and an
irregular surface to project onto.
• Enabled 2D Mask workflow with custom masking pipeline
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Projection Mapping • We wanted something reusable…
• We wanted higher quality • We wanted to augment
existing design tools and technologies
• We wanted to integrate a pipeline and design solution that enables tool creation
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Projection Mapping • We wanted something reusable…
• We wanted higher quality • We wanted to augment
existing design tools and technologies
• We wanted to integrate a pipeline and design solution that enables tool creation
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Projection Mapping • We wanted something reusable…
• We wanted higher quality • We wanted to augment
existing design tools and technologies
• We wanted to integrate a pipeline and design solution that enables tool creation
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Retrieved from GPUTech 2013 On Demand, Ralph Gilles SVP Chrysler talk http://on-demand.gputechconf.com/gtc/2013/video/S3902-Gilles-SRT-GPU-Motorsports-Chrysler.mp4
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Projection Mapping • We wanted something reusable…
• We wanted higher quality • We wanted to augment
existing design tools and technologies
• We wanted to integrate a pipeline and design solution that enables tool creation
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Retrieved from GPUTech 2013 On Demand, Ralph Gilles SVP Chrysler talk http://on-demand.gputechconf.com/gtc/2013/video/S3902-Gilles-SRT-GPU-Motorsports-Chrysler.mp4
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WE BUILT SOMETHING ELSE…
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Inspiration • Automotive and other design applications frequently use scale
prototypes as a design verification step
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Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
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Inspiration • Clay models for automotive design
in particular are ubiquitous • Static and Expensive to produce • Frequently finished, alterations can
take quite a bit of time to execute • Tools have evolved for generating
the models, opportunities still exist for taking this further...
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Retrieved from Car Body Design http://www.carbodydesign.com/archive/2008/06/02-mercedes-benz-new-design-studio-california/
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Inspiration • Clay models for automotive design
in particular are ubiquitous • Static and Expensive to produce • Frequently finished, alterations can
take quite a bit of time to execute • Tools have evolved for generating
the models, opportunities still exist for taking this further...
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Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
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Inspiration • Clay models for automotive design
in particular are ubiquitous • Static and Expensive to produce • Frequently finished, alterations can
take quite a bit of time to execute • Tools have evolved for generating
the models, opportunities still exist for taking this further...
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Photo Credit, Aaron Gold, 2007 Los Angeles Auto Show http://cars.about.com/od/autoshows/ig/2007-LA-Auto-Show-pics/Mazda-Clay-Concept-LAAS07.htm
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Inspiration • Clay models for automotive design
in particular are ubiquitous • Static and Expensive to produce • Frequently finished, alterations can
take quite a bit of time to execute • Tools have evolved for generating
the models, opportunities still exist for taking this further...
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Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
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Inspiration • Clay models for automotive design
in particular are ubiquitous • Static and Expensive to produce • Frequently finished, alterations can
take quite a bit of time to execute • Tools have evolved for generating
the models, opportunities still exist for taking this further...
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Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
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Inspiration • Reproduce and augment the clay
experience through Projected Light • Add dynamic details with the use of
projection • Provide a path for iterative design • Rendered visuals and background to
generate an immersive experience and integrate the model within a virtual space
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Retrieved from AutoBlog, Jaguar designers deconstruct XF Clay model -- http://www.autoblog.com/2012/06/06/jaguar-designers-deconstruct-xf-clay-model-with-axes/
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Problem/Challenges • Display Design
• Megapixel canvas support • Resolution in PPI required • Image quality from DEP • Interactivity
• 3D printing a car • Rendering, clustering, graphics • Warping/blending
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Problem/Challenges • Display Design
• Megapixel canvas support • Resolution in PPI required • Image quality from DEP • Interactivity
• 3D printing a car • Rendering, clustering, graphics • Warping/blending
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Designing a megapixel canvas • Placing the car with in an enclosed
environment provides a more immersive experience
• MicroTiles provide excellent pixel density and good ambient light rejection
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Designing a megapixel canvas • Projector location needs to be chosen
that fit physically within in the display but also provide sufficient coverage
• Many other factors come into play • Brightness • Pixel shape • Warping required • Shadows
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Designing a megapixel canvas • A simulation of the car and
projectors is an essential design tool in optimizing image quality
• Achieving a desired PPI density is crucial in creating a compelling life-like experience
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Picture Quality • Pixel Per Inch (PPI)
• Target: 50-100 PPI
Channel 1
Channel 2
Channel 3
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Display Development • Pixel pitch dictates projection coverage,
from an initial Design Eye Point • 43 Microtiles used to aid in integrating
120 degree H-FOV from the User DEP • Further optimization for coverage
considered increased horizontal viewer positions
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Design Engineering, Shawn Mills
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Display Development • Pixel pitch dictates projection coverage,
from an initial Design Eye Point • 43 Microtiles used to aid in integrating
120 degree H-FOV from the User DEP • Further optimization for coverage
considered increased horizontal viewer positions
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Design Engineering, Shawn Mills
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3D Printing a model for projection • Cost effective • Starts with the existing 3D Asset • 3D Asset is also required for the graphics
application • Some processes are need to craft a good
model for printing • “shell”-ing • Internal support structure • Shadow elimination
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Adapting a model for 3D printing and projection
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• Removing details to avoid shadows when projecting • Details will be added back via projection • Simplifies the model for 3D printing
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Adapting a model for 3D printing and projection
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• Removing details to avoid shadows when projecting • Details will be added back via projection • Simplifies the model for 3D printing
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Rendering/Clustering • Computing power
• 7x HP z620 / z820 • Cluster is spit into two, for rendering
the car versus the backdrop.
• Balancing and synchronizing the car and backdrop • 12 NVIDIA k5000 with Quadro gSync
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Rendering/Clustering • Real-Time Graphics engine
• We use RTT DeltaGen r11 for generating visuals, RTT is a market leader in design visualization within automotive
• For simplicity both clusters are running DeltaGen Master/Slave and share the asset database and just suppress some information at init time
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RTT DeltaGen Virtual World Building • The virtual world
• Allowed for Pre Visualization of all display surfaces, and final 3D Asset in its final position
• This quality virtual rig aids in display calibration prior to runtime
• Helps the artists develop the scene prior to final integration with the display product
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RTT DeltaGen Virtual World Building • The virtual world
• Allowed for Pre Visualization of all display surfaces, and final 3D Asset in its final position
• This quality virtual rig aids in display calibration prior to runtime
• Helps the artists develop the scene prior to final integration with the display product
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RTT DeltaGen r11 Scene Configuration
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R&I: Audi R8 Projection Map Interactive Experience
Asset Design &Print Virtual World Design Final Rendered Result Asset Design &Print
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Warping and Blending • Ideally the projected image is
rendered from the projector’s location
• Not always possible • Limitations in application software • Lighting and reflections may be wrong
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Warping and Blending • The viewer’s location is where the
image needs to look right • Rendering the image from the
viewer’s location is where typical application do this
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Warping and Blending • Warping is the transformation that
corrects the projector’s image for the viewer.
• Allows us to account for many factors • Physical geometry errors • Intermediate view points • Lens distortion
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Warping and Blending • Careful planning on the design side
is needed to minimize the amount of warping necessary
• Optimizing the eye point and other view parameters (FOV, etc.) can also help.
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Warping and Blending • Careful planning on the design side
is needed to minimize the amount of warping necessary
• Optimizing the eye point and other view parameters (FOV, etc.) can also help.
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Warping and Blending • Careful planning on the design side
is needed to minimize the amount of warping necessary
• Optimizing the eye point and other view parameters (FOV, etc.) can also help.
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Warping and Blending • NVIDIA Warp + Intensity API enables the warping and blending • The API is a low level warping engine that need additional software
support • Ideal for us because we can layer our existing projector based warping
tools (Twist/AutoCal) on top • Ideal for the application because the warping support is baked into the
driver, no need for software changes
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Results – 3D Surface in a Virtual World
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Results – Projector/Viewer Calibration
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Results – Reflection and Colour, Final
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Integrated Result – Reflection and Colour, Final
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Future work • The car looks great but requires a lot of time
• Both in setup and design
• How to make it faster and better? • Aim to formalizing workflow, enabling broader use
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Automation • Machine vision and
structured light • Reduced manual calibration
of warping and blending
• Expand our existing AutoCal solution to handle more complex geometry
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Automation • Feed key information up
stream • Projection locations • Which model to use • Model orientation
• Create a unified system, a software platform to tie the virtual and physical worlds together
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Advanced canvas correction • Front projection leads to global
illumination effects • Ruins contrast • Does not give a faithful reproduction of
the content
• Attempt to compensate for indirect lighting contribution
• Use white and black level blending for correction
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Full Light
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Advanced canvas correction • Front projection leads to global
illumination effects • Ruins contrast • Does not give a faithful reproduction of
the content
• Attempt to compensate for indirect lighting contribution
• Use white and black level blending for correction
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Direct Light
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Advanced canvas correction • Front projection leads to global
illumination effects • Ruins contrast • Does not give a faithful reproduction of
the content
• Attempt to compensate for indirect lighting contribution
• Use white and black level blending for correction
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Indirect Light
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Advanced canvas correction
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Previsualization • CAD For Projection Mapping • Tailored tools, for:
• Lumens, brightness • Coverage, shadowing • Warping, blending
• Leads to simulation and eventually virtualization of whole process
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Conclusion • Effective 3D Projection Mapping
• Includes a fully 3D workflow • Uses 2D Masking and warping
sparingly • Integrates Content Creators needs and
where possible full DCC solutions
• Create opportunities for further tool and technology development
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Cheers!