Advanced Delta Training. Copyright (c) thSense Design Ltd 1

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1 Advanced Delta Training 1

2 2

3 Session Overview - Goal: Align Pyramid box demo - Demo Setup - What is Mesh mode? - 2 Types - Projected - UV Mapped Using Mesh Mode in Delta 3D Calibration 3

4 Demo Setup 2 Monitors showing the GUI PC GUI is connected to the server 2 Projectors (low resolution) Projectors cover the Model but are very wasteful (in our case) Pixels stretched on box faces due to the angle the projector is hitting the box face 4

5 Flat plane mode Put server in flat plane mode Turn on Channel 2 Put test pattern as resolution show coverage and stretched pixels Explain turning beams off Channel 2 shows just Channel 1 s resolution 5

6 Licenced option What is Mesh Mode Used in True 3D Architectural Projection ( Radio City, Rolling Stones, Ford Car) Projecting onto 3D Object within Delta using an OBJ file. OBJ file can be generated from laser scan or can be created in a 3D modelling application. Delta can contain up to 16 Meshes and 16 Eyepoints You can have multiple Meshes for a single eyepoint 6

7 2 Types Projection/Eyepoint mapped Projection/Eyepoint mapped Content is rendered from a specific Eyepoint in 3D space. Radio city, audience is static, so they chose eyepoint in a specific seat and created content from this eyepoint This eyepoint is then specified in Delta 7

8 2 Types UV Mapped UV mapped content is wrapped around the object Example Rolling Stones tongue Allows audience to move around the mesh as content is wrapped around object. Textured coordinates are baked into the obj file. These coordinates then correspond to certain pixels within the content. 8

9 Using Mesh Mode in Delta Delta can hold 16 Meshes (at the moment) This means you can often split meshes for flexibility Radio city did this so each arch has its own Mesh this allowed them to blend on each individual mesh rather than one big one Ask the creator of the OBJ file to give you a split mesh into separate OBJ files and a single mesh as 1 OBJ file. 9

10 Using Mesh in Delta Eyepoints - currently Delta supports 16 eyepoints You can have multiple meshes for 1 eye point Or a single mesh per eyepoint like Radio city did Involve the 7thSense as early as possible when designing for a mesh mode project. We are happy to help. 10

11 3D Projector Calibration Manual configuration of Projector position can be difficult Demonstrate calibrated show so can discuss channel view of the mesh explain that is what we are attempting to find out Even if you know the projectors XYZHPR and its Lens if the projector has zoom it can be difficult to know what the zoom is set to 11

12 3D Projector Calibration Delta has a 3D projector calibration tool built in This is a Point and Click alignment based system calculates where that projector is in relation to the model It relies on Model matching OBJ file This means the alignment in minutes instead of hours 12

13 Mesh Mode - Process File -> New Config Mesh Mode Enable number of channels used (2 in our case) MUST DO THIS BEFORE CALIBRATING File Select OBJ file (JD Edit version) OBJ Files stored in C: Meshes OBJ file also required on GUI PC server has a check box to sync meshes across (on by default) Eyepoints Enable UV (Textured co-ordinates) Switch grid to 100% 13

14 Mesh Mode - Process Interactive mode lets you fly around a 3D view, Good to check the OBJ file in here Mouse functions are on the right hand side 3D Cal Select mesh, switch 3D cal on Explain how you are in a 3D view of the model and can move around like interactive view Show the Show Help button Holding down shift whilst in 3D Calibration allows you to rotate the Object on its axis 14

15 Mesh Mode - Process Hover over vertices and show the red dot Pick a point on the OBJ file then match that point on the model. Repeat for 6 points. It s important to pick points that the projector can hit. Useful to move the OBJ file to a similar view to that projector you are picking points for When picking points on the OBJ make sure they are spread out and also have depth this means the software has better calculation for calibration. 15

16 Mesh Mode - Process Once done 6 points on channel one move on to channel two and repeat with channel 1 off Error tolerance=value 0 is the best Override 3D cal allows you to make changes to that channel once its been calibrated Once you have calibrated a channel you can then use Mesh Editor on that channel. 16

17 Mesh Editor Clipping planes allow us to specify where we start drawing & end drawing Per World Mesh Editing If you have a moving mesh you will use world. Per Channel Mesh Editing Channel used in most cases, useful for hiding vertices of distorted pixels (Rolling stones) Mesh will go blue when Mesh Editing is applied to identify you are in Mesh Editing mode and not it performance mode. 17

18 Mesh Editor Select a node/vertex and manipulate the OBJ file to match the real world object. Get it roughly in then put the test image on the timeline so you can see any errors clearly For the 7thSense Box example the numbers would not look so great as the pixels are stretched from one projector and not on the other. You can hide the vertices that look poor from each channel using Mesh Editor 18

19 Mesh Editor Even after all this you still have all the Warp and Blend functions if you need to use them. Note: If our OBJ file matched the real world object exactly we would not need to do any mesh editing 19

20 More information:

21 DELTA DOME MODE + AUTO ALIGNMENT Demo of auto-alignment on the dome. 21

22 Session Overview Goal: Align the mini dome using Scalable Auto alignment Demonstrate Display config Wizard Set up Camera Configure Scalable Display 22

23 Dome Configuration Delta Nucleus Media Server Intel NUC GUI PC 2 x Barco F50 WQXGA Projectors with ultra short throw (EN57) lenses Auto Alignment Camera & Lens USB connection to camera. Consider USB cable length specification A selection of cameras and lenses are approved by Scalable Display Technologies Auto alignment can be used with any 7thSense server providing the appropriate licences are purchased 23

24 Introduction Delta supports multiple auto alignment solutions Scalable Display Technologies Geometry Blending Luminance Uniformity (only compatible with specific projectors) Black Level (Future support) Dome Projection Geometry Blending Luminance Uniformity Black Level MPCDI Geometry Blending Black Level MPCDI 2.0 Colour & Uniformity (Future Support) Various screen types are supported Cylinder Dome Flat Mesh (OBJ) 24

25 Frustum (Dome) Mode Licenced Option Canvas is in Degrees, Azimuth and Elevation Position virtual channels in XYZ HPR to represent where real projectors are & allows configuration of the lens Looks At the right part of the dome in real-time Warp and Blend as required Content can be Flat, Panoramic or Fisheye and placed on the timeline in any of the Flat, Panoramic or Fisheye modes Typical Fisheye movie is 4096x4096 and higher Can do 3D Stereo in Dome mode (requires the content creator to consider the application of 3D in a dome) You can use the helpful display wizard to create your dome layout automatically 25

26 Interactive View Visualise your system when working in Frustum Mode Click L for alternate entry: Left, Right, Top, and Bottom Click and drag the grid to position Click Edit to view/amend the Interactive View settings Use the mouse icon controls to manipulate the grid 27

27 Full Dome Screens Usually fisheye (square or dome-master format) Typically 6 or more projectors Manual alignment is achievable but a long process and may need doing regularly Auto Alignment systems make the process significantly simpler, quicker and less skilled Typical frame of fisheye media Same frame of media (with alignment grid) carved and mapped for 2 channel dome projection Assumptions when setting up projectors: Projectors have been positioned to provide sufficient overlap. Wider = better blends at the expense of brightness and pixel usage The alignment of the raw projected image on the screen is optimum. The projected images need to cover the area that you would like to have imagery but not over fill it by too much as this wastes pixels Incident angle of the projector to the screen. Very large angles will cause large variation in pixel size (and focus) across the projected image, which will impact resolution. Brightness roll-off could also be distracting Projectors are well focused across the projected image 28

28 Pre configuration steps 1. Configure AMD Grouping 2. Install Scalable Desktop Manager software Scalable Display Client installed by 7thSense during production Needs to be installed on each server and on the GUI machine 3. A correctly licenced version of Delta Check the About dialog on the Delta Server. You should see Auto Align in the list of options The 7thSense support portal has a wealth of information to assist with the configuration and set up of Delta servers 29

29 Pre configuration continued 4. Configuration of Scalable Desktop & Delta SW 5. Configure Preferences in Delta Permanent AutoAlignment section: Enable and select Scalable Displays. Also tick Use Auto Warp and Use Auto Blends 6. For the dome we are using Delta in Frustum mode. Flatplane mode can also be used with Scalable Auto Alignment for cylinders and flat walls Manual Geometry and Blending can be used on top of Auto Alignment data useful for fine tuning 30

30 Camera set up The camera must see the whole display For domes: the base of the camera will determine where North (0 degrees) is. The centre axis of the camera image is where the pole is The correct lens choice should provide enough coverage to see the whole display whilst minimising the possibility of capturing unwanted light 31

31 SDM Configuration 1. Configure Scalable Display Clients tab Scalable needs to find and connect to the display clients running on the server Select Use Remote Display Clients Assign the Display Client with the IP address of the server (or servers) 2. Configure Scalable Projectors tab Ensure Projector arrangement detected by Scalable matches the AMD grouping of the server Same number of projectors with correct resolution 3. Configure Scalable Cameras tab Use the camera s own auto focus to achieve best focus then switch the camera to manual focus The camera auto tune feature can be used to set the correct exposure Once all of the preceding steps are complete you are ready to begin data collection Test patterns used by the calibration process can be adversely affected by stray light. A well controlled and consistent lighting environment is required for reliable alignment 32

32 Calibration Images Used to see the area that each projector is covering. Also used to auto detect the image boundary Used to determine the orientation and location of the projected image Used to map where the pixels are falling on the screen 33

33 SDM configuration continued 4. A few post process steps are required No more images will be taken by the camera unless a new data collection process is required 5. Configure Scalable Screens tab For this system choose the hemisphere screen type No need to change the default settings from their defaults: Radius 10 and Maximum Angle Configure Scalable Image Boundary tab Use auto detection of image boundary Check that the displayed image covers the desired area. Ensure is used to modify the collected data with the new parameters 34

34 SDM configuration continued 7. Configure Scalable Perspective settings Frustra Settings > Advanced Settings. Select Make Frustra per Projector Eye-Point Settings Set Pitch to -90. Scalable have the zenith of the dome out in front of you. For a typical dome above your head we need to rotate the pitch upwards by -90 Set up/down to 10. This is the radius of the dome and is a nominal number. This number should match the screen radius setting in Delta Actual Screen Scalable Default Ensure is used to modify the collected data with the new parameters The pitch rotation could be set within Delta rather than Scalable but it would be better to have the display represented correctly within the Delta GUI to avoid confusion 35

35 Final Steps Refresh AutoAlign within Delta Config->Display->Frustum Mode Frustum data generated by Scalable are stored in C:\Program Files\Scalable Display\DEI\LocalCalibration Use refresh AutoAlign to import the data into Delta Note that the Frustum data has been updated. The Scalable calibration has determined the correct values Use AA as master to persist AA Subsequent Re-calibration can be done using the icon The Scalable Display Manager User Manual contains a wealth of information on errors and troubleshooting. Having this document to hand will save you time. 36

36 SEQUENCES 37

37 Session Overview Goal: Gain a better understanding of Sequences Timeline Overview Variables Sequence Overview Sequence Help 38

38 Timeline Overview Layer 1: Holding loop movie Dynamic Transparency CheckFlag Sequence Layer 2: Main Movie Fade ShowEnd Sequence Other: Marker at frame 0 Loop resource Dynamic Transparency resource needs to be on the layer you wish to use the LAYERFADETIMED command. 39

39 Sequence API Click the Help button to view the Sequences API The Sequences API has all the commands available to be used within Sequences At the bottom of the API are example Sequences for your reference You can script sequences on a server to be used with our Web Service allowing a customer to use a simple user interface. 40

40 Sequence Editor Sequence Editor allows you to create custom sequences. These are stored locally on the server in C:\Program Files\7thSense\Delta\Se quences You can script most timeline creation using sequences. 41

41 Global Variables 3 Types of Variable in Delta Int (whole number, value in the range to ) String (Character array, up to 128 characters in length) Float (floating point, 1.17 x 10(-38) to 3.4 x 10(38)) When creating Variables you must use a $ before the variable name. 42

42 Sequence Overview Holding Loop Sequence Real Time Clock Sequence Random Clip insert Sequence 43

43 Sequence Breakdown Set flag $flag = 1 This sequence is very simple and is setting the Global variable $flag to have a value of 1 44

44 Sequence Breakdown Check Flag If ($flag = 1) { SEQUENCE EnableShow } This sequence is using an if statement to check if the $flag variable has a value of 1. If this statement is true then it runs the sequence EnableShow This sequence is on the timeline at the start of the main show movie. Any sequence on the timeline is triggered when the playhead moves over it. 45

45 Sequence Breakdown EnableShow MEDIAENABLE loopshow N TL=1 LAYERFADETIMED layerfade DOWN 3s DELAY 1s $flag = 0 The first line of the sequence is disabling the resource called loopshow on Timeline 1, in our show this is the loop resource The next line is using the Dynamic Transparency resource which is called layerfade this makes the opacity of Layer 1 decrease from 100% down to 0% over 3 seconds We then have a simple delay for 1 second before we set the value of the $flag variable to 0 46

46 Sequence Breakdown ShowEnd GOTOMARKER ShowStart PLAY TL=1 layerfade MEDIAENABLE loopshow Y TL=1 Delay 1s The first line is making the playhead jump to the marker called ShowStart on timeline 1 and then setting the timeline to play We are then setting Layer 1 to be to have an opacity of 100% The next line is enabling the resource called loopshow on timeline 1. This is the Loop resource. Next is a simple delay of 1 second 47

47 Sequence Breakdown Real Time Clock Globalvar $clock = 01:01:01 - Create a string variable for time string #start - Create label to jump back to $clock = $currenttime - Get current server time into $clock variable Textparams RTC $clock - Set the RTC text resource to the $clock value Delay 1s - Delay for 1 second Gotolabel #start - Repeat until cancelled 48

48 Sequence Breakdown Random clip insert #start - Create label to jump back to $movie = $seqrandom[0,3] - Assign variable $movie a random value between 0 and 3 If ($movie = 0) { SEQUENCE MediaInsert_Sting } - If $movie has a value of 0 run the sequence MediaInsert_Sting MediaInsert Sequence on next slide 49

49 Sequence Breakdown MediaInsert_Sting/Fire/Scratch/Glass MEDIAINSERT type=movie resourcename=hdsting_hd_ frame=$frame layer=1 ctrlname=hdsting_hd_ length=300 This command is inserting a movie clip onto the timeline with the name of HDsting_HD_ It inserts the movie at the frame number in the variable $frame on layer 1. It gives the movie a control name of HDsting_HD_ and gives it a length of 300 frames. If the clip isn t long enough and you have specified a length it will automatically loop the clip to make it long enough 50

50 Sequence Breakdown Random clip insert cont.. Play - Plays the timeline $frame = $frame Increases the value in variable $frame by 300 Delay 7s - Delay 7 seconds If ($frame = ) { Rewind $frame = 0 } - If statement to check we do not go beyond the 24 hour long Timeline Gotolabel #start - Repeat until the sequence is stopped 51

51 ARTNET DMX 52

52 Artnet DMX What is Artnet Re-cap on Artnet setup Using Artnet & DMX Editor Artnet Resources 53

53 What is Artnet? Artnet = DMX over Ethernet Artnet DMX is a control protocol used by a wide range of hardware. (DMX Lights, smoke, bubble, wind, snow machines etc.) External device (Enttec) connected to Delta via ethernet. Outputs standard DMX 3 pin/5pin (XLR) type connection 512 channels with 255 values for each Additional devices can be added to expand channel count. These will then be put in different universes 54

54 Re-cap on Artnet Setup Step 1 address hardware accordingly before mounting Use Enttec Node Management Utility to check device setup & set IP address Enable Artnet DMX output in Delta GUI Config > Preferences > Artnet Enable Artnet DMX test mode for initial testing Create base preset for each of DMX device required GUI > View > Artnet & DMX Editor 55

55 Using Artnet & DMX Editor View-> Artnet & DMX Editor Output/Input switch between input and output Artnet resources Resource pool shows all Artnet resources that can be used on the Timeline Creating a new resource, adding sliders, naming the sliders, Increasing values 56

56 Using Artnet & DMX Editor Base address = address given to each device (as set previously) Universe = match value set in Node Management Utility Channel count = depends on device requirement Channel values = 0, or fill in accordingly if details known Fade = slow ramp up of final value Instant = desired value immediately as play head reaches cue Tween = fade between values 57

57 Artnet resources Applying DMX to the Delta timeline Using & modifying created pre-sets Drag pre-set onto TL Double click resource to open settings (similar view to that seen in pre-set creation wizard) Ensure Artnet resource is in scope of play head Set values as requires (device should respond as instructed) For further details see: des/artnet-and-dmx/ 58

58 PIXEL MAPPING 59

59 Pixel Mapping Enabling/Disabling Pixel Mapping How does it work What s next? 60

60 Enable/Disable Pixel Mapping Enabling/Disabling Pixel mapping currently this can only be done in sequences The sequence command to do this is: Pixelmap channel=[id] enabled=[true/false] You can reload the pixelmapping after changes in the XML by using pixelmap reload command 61

61 How does it work There is a PixelMappings.xml file in C:\ArtNet Channel is the Delta channel ID ChannelW/ChannelH are the width and height of your Delta Channel ChannelDX/ChannelDY are the X/Y offset you wish to use Enabled is either true or false if you want to use it. Gamma is set to 1 by default ID is the Channel ID of the DMX device you are sending the data to Universe should match the DMX device Universe 62

62 How does it work DMXAddress is the channel of the DMX Device it is offset by -1 as it starts at 0 in the XML Flags identifies which colour it is looking at (RGB) ID matched the DMXAddress Line is the Y axis coordinate Pixel is the X axis coordinate Coordinates 0x0 are in the bottom left not top left 63

63 How does it work We then take the RGB values from the pixel at the coordinate and send this out to the Enttec box On the timeline I have put individual pixel squares on all the coordinates If you look closely you can see them on the playback window 64

64 What s next? A user interface! Currently we have a python script that will help with the creation of the XML Please let us know if you would like to use pixel mapping we are happy to help with the initial setup of the XML 65

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