
- #Nvidia edge blending projector how to#
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#Nvidia edge blending projector download#
Use these values for multiview.project_left andĪll this can be easily put into a simple spreadsheet download
Calculate the start and end of each projection, then normalize. Calculate the right aspect ratio factor as the virtual widthĭivided by one projector's width (all in pixels). Calculate the virtual span of the 3 projector's images in. See below for an example.Ĭalculating all these values is relative easy to do if multiview.aspect_factor multiplies the. multiview.project_right also for asymmetricįrustums. multiview.project_left used for asymmetricįrustums, this option enables left & right slave projections to overlap. renderer.edge_blend.test_pattern_alpha ĭefines the alpha (transparency) value for the test pattern. Use the script command 'edgetest on' and 'edgetest renderer.edge_blend.test_pattern if 1,. This option is obsolete by now blending is done inside the GPU shaders doing to fullscreen post-processing. Currently only 1 (left) and 2 (right) are supported.įor example: 3 will blend both sides. renderer.edge_blend.sides a bitmask containg. At tuning time, you tweak this value to somewhere around 1.8 to 2.2. Start out with 2.0 for a linear projector. renderer.edge_blend.gamma the projector. Start out with 2.0, which seems to work best (perhaps something with light 'brightness' having a sort of squared relationship to the linear RGB 0.255 values). renderer.edge_blend.p the curvature of. renderer.edge_blend.enable if 1, turns. Overlapping parameters are defined in the 'multiview' Only the left side is edge blended (this would be the projected image on the right of the center projection).Įdge blending characteristics are decided in racer.ini A test pattern is overlaid for easier editing of the parameters when aligning the overlap for 2 projectors (both with respect to the overlap being located in the right place and also for adjusting the blend region to correct for gamma, since light doesn't really add up in a nice linear way). The image below shows edge blending editing in action, combined with projector distortion (this is all inside Racer no external tools are needed). More information on hooking up multiple computers to provide one image can be found at the multiview page. It described how the blend curve really works (it's not a linear degradation to black).Įdge blending requires multiple computers, rendering in concert. This all results in a slow mixīetween the two images, much less prone to be noticed by the viewer.Ī fabulous page on the internet about edge blending is located here. Transition from one projection to the other. Overlap becoming too bright, the edge is darkened towards black to make a nice Slightly, which smooths out any misaligned images. Parts of the center render (for example, not edge-blending dials/dashboards).Įdge blending works by having multiple projections overlap eachother Some tricks may be possible in the future to have edge blending affect only #Nvidia edge blending projector software#
However, it's not really required (it's easy enough to do it in software with Cg these days). More expensive projectors supportĮdge blending in hardware, as do some of the higher-end nVidia Quadro cards.
#Nvidia edge blending projector free#
It’s up to developers on how they specifically implement Warp API into their application.- free planning, project management and organizing software for all your action listsĮdge blending is only available to licensed users of Racer.Įdge blending is used when running Racer in a multiple projector
#Nvidia edge blending projector code#
Not shown in the code above is swapping out the Warp data for each displayID but this is straightforward after the mesh has been captured. The last step is just associating the Warp Mesh with the displayID and using the NvAPI_GPU_SetScanoutWarping api call. WARP mesh could be predefined shape based on the model of a screen interactive mechanism for moving warp coordinates to match the screen or some cases developers use a camera based solution to automatically calculate the shape of the display.
#Nvidia edge blending projector how to#
NVAPI SDK has samples showing how to find the displayID for each display.Ĭalculating the WARP mesh is something that the software developer would do. Printf("NvAPI_GPU_SetScanoutWarping: %s\n", estring) This step is generally bespoke per developer.įor (int i = 0 i < layout.number_displays i++)Įrror = NvAPI_GPU_SetScanoutWarping(_Id, &warpingData, &maxNumVertices, &sticky) Identify number of displays attached i.e. In Programmatic terms the pseudo code would look something like this: // In the NVAPI samples the info.cpp code has examples of how to do this step. The NVAPI can apply a different WARP mesh to each display output.