Recent developments in computer graphics hardware and distributed parallel rendering research have greatly improved the rendering capabilities of graphics workstations and PC clusters. However, the display resolution of monitors is still far from being enough, and thus become the bottleneck of visualization. Recently, more and more people are focusing on using multiple projectors to form a large display wall and provide high display resolutions. One essential problem of these kinds of systems is how to calibrate the projectors and make the whole display wall seamless and perfect. Traditional software calibration algorithms have three main problems: re-rendering and over illumination in overlapping regions, calibration being not general. In this paper, we introduce our multi-projector tiled display wall calibration system using a digital camera which mainly focuses on solving these three problems. For the first two, we make specific divisions to the overlapping regions basing on our dividing algorithms and each projector project only part of the overlapping images. Furthermore, we make some sub-division to each part and make the mosaic seamless. And for the last problem, we adopt the idea of the open source software VNC, and implement our calibration on the layer of Windows desktop, thus make the calibration process application independent.
Recent interest in large displays has led to the development of a variety of multi-screen display systems, most of which are comprised of multiple projectors situated for front or rear projection onto a screen to form a large logical display, and each projector is driven by one PC, augmented with high-performance graphics accelerator card. However, most of these systems are immediate-mode based, that is, all geometry data and control information must be sent on the run, and thus the interconnecting network bandwidth between clients and servers has become a fatal bottleneck. In this paper, we describe MSPR, a retained-mode based multi-screen parallel rendering system which offers the programmers with a OpenGL-like API. And the system could be run locally on one PF or parallelly rendered among any number of Computers. The details of data distribution, load balance, interconnecting network architecture, tile mosaic, etc. are hidden from the programmers.
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