improving the speed of virtual rear projection: a gpu-centric architecture

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Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture Matthew Flagg, Jay Summet, James M. Rehg GVU Center College of Computing Georgia Institute of Technology

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Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture. Matthew Flagg, Jay Summet, James M. Rehg GVU Center College of Computing Georgia Institute of Technology. Ubiquitous Interactive Displays. Every flat surface can be an interactive display. VRP: Shadow Elimination. - PowerPoint PPT Presentation

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Page 1: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Improving the Speed ofVirtual Rear Projection:

A GPU-Centric Architecture

Matthew Flagg, Jay Summet,James M. Rehg

GVU CenterCollege of Computing

Georgia Institute of Technology

Page 2: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 22

Ubiquitous Interactive Displays

Every flat surface can be an interactive display

Page 3: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 33

VRP: Shadow Elimination

Single Projector Case

Page 4: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 44

Half power shadows

Shadow Elimination

Double Projector Case

Passive VRP

Page 5: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 55

Shadow Elimination

Boosting projector outputs

Proportional feedback law

Page 6: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 66

Occluder Light Suppression

Detecting occluded pixels

Page 7: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 77

Detecting occluded pixels

Occluder Light Suppression

Page 8: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 88

Detecting occluded pixels

Occluder Light Suppression

Page 9: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 99

Detecting occluded pixels

Occluder Light Suppression

Nonlinear feedback law

Page 10: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1010

Virtual Rear Projection

Show ICCV’03 demo video

Page 11: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1111

2 Challenges for VRP

High image qualitySeams between display regions projected by

different projectorsPhotometric Uniformity

Fast CompensationAvoid perception of shadows caused by

system lagImage processing required to ensure high

image quality

Page 12: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1212

Camera view of screen must be unobstructedRequires reference image capture before

occlusionCannot be co-located with projector

Shadows still perceptibleShadow detection image processing

performed on CPU

Limitations With Previous Work

Page 13: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1313

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and Pausch

CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with DirectX9.0

New Approach

Page 14: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1414

New Approach

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and

Pausch CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with

DirectX9.0IR backlit camera image

Page 15: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1515

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and Pausch

CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with DirectX9.0

New Approach

Turn off occluded pixels

Page 16: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1616

New Approach

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and

Pausch CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with

DirectX9.0Occluder Light Suppression

Page 17: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1717

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and Pausch

CHI’02 Projector Roles:

Shadow Eliminator Blinding Light Suppressor

Image Processing on GPU Pixel Shaders Render-To-Texture with DirectX9.0

New Approach

Turn on occluded pixels with second projector

Page 18: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1818

New Approach

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and

Pausch CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with

DirectX9.0Shadow Elimination

Page 19: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 1919

New Approach

Detect Occluders, Not Shadows Co-locate projector with camera Active IR imaging Based on work by Tan and

Pausch CHI’02 Projector Roles:

Blinding Light Suppressor Shadow Eliminator

Image Processing on GPU Pixel Shaders Render-To-Texture with

DirectX9.0Shadow Elimination and Occluder Light Suppression

Page 20: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2020

Fast Compensation: GPU-Centric Approach

Page 21: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2121

Fast Compensation: GPU-Centric Approach

1. Warping, background subtraction

2. Median filtering anddilation for inter-frame tolerance

3. Gaussian blur for blending

4. Compositing and warping

Page 22: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2222

Pixel Shader Pipeline

camera

texture

background

texture

render

texture 1

render

texture 2

back

buffer

display

image

(A) (B) (C)

Page 23: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2323

Addressing Image Quality

LAM for left projector

LAM for right projector

Luminance Attenuation Maps (LAMs) Simple feedback-based

approach to accommodate non-linearities of projector-camera

Seam Blending

seam – no blending

seam – with blending

Page 24: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2424

Virtual Rear Projection Results

Play Video

Page 25: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2525

Virtual Rear Projection Results

System Component LatencyCamera Capture to PC-Memory 9.09ms

PC-Memory to GPU-Memory 1.70ms

Pixel Shaders 2.14ms

Projector 40.27ms

Total Latency 53.20ms

Image processing speed increased from 15Hz to 110Hz (camera capture rate), placing limit on the projector (85Hz refresh rate)

Projector latency accounts for 76% of total system latency! With occluder movement tolerance of 5cm, shadows are imperceptible up to 94 cm/sec (fast walking)

Page 26: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2626

Conclusion Presented new approach to VRP

Occluder Detection in IR spectrum All processing moved to GPU

2 System Challenges Met Display Image Quality Shadow Perception Avoidance

Shadows eliminated fast enough to accommodate walking

Page 27: Improving the Speed of Virtual Rear Projection: A GPU-Centric Architecture

Matthew Flagg © 2005 2727

Future Work Explore hardware solutions

Recent results show an LCD projector having ½ the latency of a DLP and LCOS

User Study VRP currently used in Collaborative Design Lab in School of

Aerospace Engineering Replicate laboratory evaluation of passive VRP with new active

VRP system Improve Image Quality

Better seam blending