TY - GEN
T1 - Hotspot mitigation in the StarCAVE
AU - Rhee, Jordan
AU - Schulze, Jurgen
AU - DeFanti, Thomas A.
N1 - KAUST Repository Item: Exported on 2020-10-01
Acknowledged KAUST grant number(s): US 2008-107
Acknowledgements: I would like to thank Jurgen Schulze for advising me on the project, Tom DeFanti and Kaust for funding the project, Andrew Prudeholme for devising the hot spot position calculation method, Greg Dawe for figure 2 and CAD models of the cave, and Calit2 for providing me the opportunity to do this project. This publication is based in part on work supported by Award No. US 2008-107, made by King Abdullah University of Science and Technology (KAUST).
This publication acknowledges KAUST support, but has no KAUST affiliated authors.
PY - 2010/1/27
Y1 - 2010/1/27
N2 - Rear-projected screens such as those in Digital Light Projection (DLP) televisions suffer from an image quality problem called hot spotting, where the image is brightest at a point dependent on the viewing angle. In rear-projected mulit-screen configurations such as the StarCAVE at Calit2, this causes discontinuities in brightness at the edges where screens meet, and thus in the 3D image perceived by the user. In the StarCAVE we know the viewer's position in 3D space and we have programmable graphics hardware, so we can mitigate this effect by performing post-processing in the inverse of the pattern, yielding a homogenous image at the output. Our implementation improves brightness homogeneity by a factor of 4 while decreasing frame rate by only 1-3 fps.
AB - Rear-projected screens such as those in Digital Light Projection (DLP) televisions suffer from an image quality problem called hot spotting, where the image is brightest at a point dependent on the viewing angle. In rear-projected mulit-screen configurations such as the StarCAVE at Calit2, this causes discontinuities in brightness at the edges where screens meet, and thus in the 3D image perceived by the user. In the StarCAVE we know the viewer's position in 3D space and we have programmable graphics hardware, so we can mitigate this effect by performing post-processing in the inverse of the pattern, yielding a homogenous image at the output. Our implementation improves brightness homogeneity by a factor of 4 while decreasing frame rate by only 1-3 fps.
UR - http://hdl.handle.net/10754/625799
UR - http://proceedings.spiedigitallibrary.org/proceeding.aspx?articleid=776106
UR - http://www.scopus.com/inward/record.url?scp=77949584320&partnerID=8YFLogxK
U2 - 10.1117/12.839135
DO - 10.1117/12.839135
M3 - Conference contribution
SN - 9780819479181
BT - The Engineering Reality of Virtual Reality 2010
PB - SPIE-Intl Soc Optical Eng
ER -