Mapped projection – tool to compensate for non-planar surfaces in a head tracked environment

—— en cours de définition —-

Oculus Rift DK2 

our projection room (or CAVE – Cave automatic virtual environment)


Our lab has a projection room composed by four screens. Corners are rounded, which renders the surface non planar, to compoensate for that, we have a calibration tool to model its deformation over a plane. However, it only works properly from a given point of view.

Project idea:

We propose to model the screen deformation in 3D, thus allowing the rendering system to compensate for the screen deformation for any point of view (user’s eyes position in the CAVE). The project will consist of:

– adapting the existing tool to the current development framework we use (Unity) – alternatively implement a  a different method if appropriate

– expand the tool to model the 3D deformation. The methodology will be discussed, but will most likely be based on a depth camera (Kinect), or a couple of line deformation compensation procedures to estimate the difference in the depth between screen and projected image.

Development framework:

The development of this project is based on the interactive render engine, Unity 3D ver 4.x with the projection room (CAVE) as display.

The student will develop an Unity package to allow the easy integration of this functionality to any Unity project.



Programming (C# or Javascript Unity3D).

Fair understanding of perspective projection, camera transformations and shaders (obtained from a computer graphics course).



Ronan BOULIC (   INJ141 )

Henrique GALVAN-DEBARBA ( INJ139 )