hey luca,

not sure if this is at all relevant to your project, or maybe i'm not
adding anything to the discussion because it's nothing new to you, but
for a project with (slightly) similair demands, i remember the magic
words were "structured light".

google for that and you find a wealth of information.

we ended up implementing a fully automated system;
just drop the projectors and camera's loosely in place, hook them up,
and press play: the system figures-out geometries and distances by
itsself.



\rri


On Tue, Mar 30, 2010 at 12:30 PM, Stefan Kainbacher, NEON GOLDEN
<[email protected]> wrote:
> we implemented the paper on quartz composer.
> first we wrote a applicaton with objective-c/open gl to do the calibration
> and then we implemented it in qc with glsl
> http://www.facebook.com/video/video.php?v=1387742499852
> the model and the 3d model have to mach as exact as possible
> the higher the resolution the better the result
> its also depending on the angle of the projecter / object ... the more depth
> you have, the better it works ...
> we just opend our first installation based on it, using a matrox tripplehead
> and 3 projectors ...
> http://www.facebook.com/album.php?aid=196408&id=66111817237
> best, stefan
>
> On Mar 29, 2010, at 4:28 PM, luca palmili wrote:
>
> Hi guys,
> I'm trying to find a solution to match a projector output with a real 3D
> object. I know that it is possible (look at this article for example
> http://www.merl.com/papers/docs/TR2001-21.pdf), but I'd like to do it in QC.
> You can also read this interesting solution using
> http://vvvv.org/tiki-index.php?page=How+To+Project+On+3D+Geometry
> I think the best solution is to write a custom patch using OpenGL and
> OpenCV. My current approach is this:
>
> I write a stand-alone application using OpenGL and OpenCV. It implements the
> POSIT algorithm (http://opencv.willowgarage.com/wiki/Posit) using webcam
> input, and tries to match a projection of a 3D cube with a real one.
> The POSIT algorithm (cvPOSIT function of the OpenCV library) takes in input
> the focal lenght of the webcam, 3D object-coords of 4 non-co-planar point of
> a cube, and their correspondent 2D coordinates in the webcam input (there is
> a real cube in the scene), which is positioned over the projector (so as to
> capture the same scene from the same point of view).
> The POSIT algorithm outputs the opengl model-view (rotation, translation),
> and projection matrix.
> Then I write a custom GLSL shader in QC which use the same matix for the
> projection of a cube.
>
> The result is not so perfect, but the cube is projected nearly in the right
> place.
> Is there someone how tried to do something similar? How can I improve my
> workflow, so as to perfectly match the projected image with the real 3D
> object? Are there in your opinion any additional step to take into account?
>
> Thank you!
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