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Project a 3d Scene on ledwall Stage

Discussion in 'General Discussion' started by hierro__, Aug 1, 2020.

  1. hierro__

    hierro__

    Joined:
    Sep 22, 2014
    Posts:
    51
    Hi all, I have a ledwall stage composed by 3 surfaces, left, right and floor, basically a cube.

    I need to display a 3d scene on these surfaces properly, actually I'm using 2 display out to send 2 cameras, one for left and one for right (FOV 60 and rotated on Y acys by 30 and -30), how to manage the floor ?

    I was thinking to use cubemap as well, but looks like very intense computing and lacks of quality on postprocess.

    I thank you all in advance for any suggestion.
     
  2. neginfinity

    neginfinity

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    From which point should the stage be viewed? From inside or from the outisde?
     
  3. hierro__

    hierro__

    Joined:
    Sep 22, 2014
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    From the inside actually, so basically the led floor should show the 3d scene floor.
     
    Last edited: Aug 2, 2020
  4. neginfinity

    neginfinity

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    Orthographic camera pointing down for the floor might be sufficient. If people can walk across the leds.

    If position is fixed, you could try placing the camera at the spot that corresponds to viewer's position, and fixing FOV and Aspect Ratio so they match.
     
  5. hierro__

    hierro__

    Joined:
    Sep 22, 2014
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    Hi, thank you for reply, I tried that but it's very difficult to match, seamless, the vertical walls contents, I guess there are technique more complex as well as it's also a matter of contents type.
     
    Last edited: Aug 2, 2020
  6. neginfinity

    neginfinity

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    If all cameras are perspective, then they all should be located at the same point, but with different FOV/aspect ratio.

    Those can be determined using trigonometry.

    If bottom camera is orthographic, then its bounds should be determined using trigonometry as well, and it doesn't matter where side cameras are located.
    upload_2020-8-3_2-0-26.png
     
  7. hierro__

    hierro__

    Joined:
    Sep 22, 2014
    Posts:
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    Thank you a lot for your time and knowledge, I got he theory, now i'll try to make it real, you describe 2 angles in your sketch, forgive my ignorance please, I suppose the 2 angles are referred to 2 different cases ( persp camera and orto camera ), what is height /width referring to ?
     
  8. neginfinity

    neginfinity

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    In the example, all cameras are perspective projection.
    Height and wight refers to physical dimensions of your stage.

    For ortographic projection for the floor, you should adjust orthographic size (becauseo orthographic camera has no floor) to match that of your floor and calculate side camera (perspective) the same way as in the example.
    https://docs.unity3d.com/Manual/class-Camera.html

    In essence in case of led stage, you could be making an equivalent of "perspective painting" or "3d street art". Which looks correct from specific point.


    Using correctly configured perspective cameras should allow you to replicate the effect.
     
  9. hierro__

    hierro__

    Joined:
    Sep 22, 2014
    Posts:
    51
    Hi I have been working on this, but i still don't get a way out...I have 2 perspective cameras for vertical walls ( let's avoid floor for now ), actually they have a FOV= 60 and they are rotated on y axys respectively by -30, 30, its just a simmetric case.
    You pointed out to trigonometry to find out the angle of the 2 cameras, but then how to calculate the FOV to match seamless the 2 views ?

    My real room is like this in image, and I rebuild it into virtual space to check how it works

    StageSammple.jpg
     
    Last edited: Aug 9, 2020 at 10:22 AM
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