Spherical Mirror: A New Approach To Hemispherical Dome Projection
Spherical Mirror: A New Approach To Hemispherical Dome Projection
Warping
For the image on the dome surface to look
correct and undistorted, a precisely warped
image needs to be projected. The form of the
distortion can be seen in figure 4. Figure 4a is
a regular polar grid appropriate for fish- dome, and to implement edge-blending
The alternative projection system
eye projection and figure 4b is the for multiple projector configurations.
warped version that will look correct on introduced here significantly re- Figure 6 shows a fisheye image applied as
the surface of the dome. Figure 5 shows duces the cost of dome projection a texture onto a regular mesh using
the projector and mirror arrangement OpenGL. Similarly, a standard approach
while maintaining a similar quality
with a warped polar mesh on the com- to creating fisheye images in interactive
puter display and the resulting image on and even offers some interesting OpenGL applications is to render four
the mirror. advantages over fisheye projection. faces of a cube and form the fisheye
Creating correctly warped images image by applying those as textures on a
given a particular projector, mirror, and projector is located at P 1 , the mirror is of mesh with precisely specified texture coordi-
dome arrangement requires finding the radius r, and the position on the dome is P2. nates. Figure 7a shows the mesh onto which
point on the projector frustum for any point The path length from the projector to the four cubic map textures are applied to form
on the dome. The problem is three-dimen- mirror is L1, the path length from the dome the correctly warped fisheye; figure 7b shows
sional but can be turned into a simpler two- to the mirror is L2, these are given as a func- a resulting screen dump from a real time
dimensional problem by firstly translating tion of ø below driving simulator.
the geometry so the spherical mirror is at the It should be noted that while the discus-
origin and then rotating the geometry so L12 = (P1x – r cos(ø))2 + (r sin(ø))2 sion here has concentrated on hemispherical
that the point on the mirror, dome, and pro- 2
L2 = (P2x – r cos(ø))2 + (P2z – r sin(ø))2 domes, it can also be employed in any situa-
jector lies in a single plane. In figure 3, the tion where extremely wide angle projection
Fermat’s principle states that is required. In particular, it could be used to
light travels by the shortest wrap the output from a single projector into
route, so ø can be found by a rectangular room, achieving an undistort-
minimising the total light path ed result similarly requires the calculation of
length from the projector to the correct warping function.
the position on the dome,
namely minimising (L 1 2 + Conclusion
L22)1/2. An alternative dome projection system
Once a relationship can be has been designed and demonstrated to be
made between positions in the suitable for small planetarium domes. The
projection plane and the dome, mathematics required and practical issues
a regular mesh can be created involved in warping fisheye images as a pre-
where each node is represented processing stage and in real-time have been
by normalised frustum coordi- developed and tested. By comparison to the
nates (x, y), fisheye image tex- more conventional fisheye solutions, the
ture coordinates (u, v), and an spherical mirror solution suffers from no
intensity value. The intensity serious disadvantages and offers some advan-
value can be used for compen- tages at a significantly lower cost. Future
sating for the brightness varia- work includes creating an optimal mirror
tion due to the range of light surface rather than using a spherical surface.
Figure 5. Projector and mirror in development path lengths, to softly fade the Such an optimal surface will use all pixels in
configuration, the projected image on the laptop image towards the back of the the rectangular image plane and attempt to
screen and mirror surface is a warped polar grid.
Figure 7. 7a shows the warped appearance of the four texture regions and mesh outline as used by real-time OpenGL applications.
The textures are derived from 4 virtual cameras each with the face of a cube as the projection plane. 7b is a single frame from a
real-time driving simulator using the warped texture meshes in 7a.
distribute them equally on the hemisphere. Spain, July 7/8, 2004. 65 Bourke, December 2004. [http://astrono
3. Inflatable planetarium domes, Starlab Inc. my.swin.edu.au/~pbourke/projection/dual
References [http://www.starlab.com] dome]
1. The History of the Planetarium, Chartrand, 4. Ensphered Vision, Hashimoto, W., Iwata, 6. Spherical mirror projection for an upright
M.R., Planetarian , Vol 2, #3, September H., Ensphered Vision: Spherical immersive dome. Paul Bourke, May 2005. [http://
1973. display using convex mirror. Transactions astronomy.swin.edu.au/~pbourke/projec
2. Proceedings of the IPS 2004 Special Session of the Virtual Reality Society of Japan, 4 tion/uprightdome] C
Fulldome Standard Summit. Valencia, (3) 497-486.