Virtual Automotive: Projection Mapped Graphics for Automotive Design
Roy C. Anthony Kevin Moule
2 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.
3 Christie at a Glance
At Christie we help our customers create and share the world’s best visual experiences.
4 Christie at a Glance
5 Christie at a Glance
Entertainment Solutions Business Products
Visual Environment - Visualization Visual Environment - Simulation
6 Projection Mapping ? 7 8 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 .
9 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 .
10 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 .
11 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 .
12 13 14 CONFIDENTIAL 15 25 March 2014 CONFIDENTIAL 16 25 March 2014 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
17 18 19 Projection Mapping
20 CONFIDENTIAL Projection Mapping
21 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”
22
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
23 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
24 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
25 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 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
26 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 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
27 WE BUILT SOMETHING ELSE…
28 29 Inspiration • Automotive and other design applications frequently use scale prototypes as a design verification step
Retrieved from Oobject, a Curations Creation Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/ http://www.oobject.com/category/12-clay-car-mockups/
30 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...
Retrieved from Car Body Design http://www.carbodydesign.com/archive/2008/06/02-mercedes-benz-new-design-studio-california/
31 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...
Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
32 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...
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
33 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...
Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
34 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...
Retrieved from Oobject, a Curations Creation http://www.oobject.com/category/12-clay-car-mockups/
35 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
36 Retrieved from AutoBlog, Jaguar designers deconstruct XF Clay model -- http://www.autoblog.com/2012/06/06/jaguar-designers-deconstruct-xf-clay-model-with-axes/
37 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
38 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
39 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
40 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
41 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
42 Picture Quality • Pixel Per Inch (PPI) • Target: 50-100 PPI
Channel 3
Channel 1
Channel 2
43 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
Design Engineering, Shawn Mills
44 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
Design Engineering, Shawn Mills
45 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
46 Adapting a model for 3D printing and projection • Removing details to avoid shadows when projecting • Details will be added back via projection • Simplifies the model for 3D printing
47 Adapting a model for 3D printing and projection • Removing details to avoid shadows when projecting • Details will be added back via projection • Simplifies the model for 3D printing
48 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
49 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
50 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
51 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
52 RTT DeltaGen r11 Scene Configuration
53 R&I: Audi R8 Projection Map Interactive Experience
Asset Design &PrintAsset Design &Print Virtual World Design Final Rendered Result
54 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
55 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
56 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
57 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.
58 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.
59 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.
60 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
61 Results – 3D Surface in a Virtual World
62 Results – Projector/Viewer Calibration
63 Results – Reflection and Colour, Final
64 Integrated Result – Reflection and Colour, Final
65 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
66 Automation • Machine vision and structured light • Reduced manual calibration of warping and blending • Expand our existing AutoCal solution to handle more complex geometry
67 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
68 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 Full Light
69 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 Direct Light
70 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 Indirect Light
71 Advanced canvas correction
72 Previsualization • CAD For Projection Mapping • Tailored tools, for: • Lumens, brightness • Coverage, shadowing • Warping, blending • Leads to simulation and eventually virtualization of whole process
73 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
74 Cheers!