The UV map as the content template

As explained on the previous page, the UV map determines the output to the LED processor. However, preparing UV maps for projection surfaces requires a different workflow.

Normally the projection surface is unwrapped into a texture that the content creator can generate video content from, in a similar way to how artists texture 3D models in the video games industry. The UV map is rendered into a content template to be placed as a background in Adobe Photoshop, Illustrator, After Effects or any other image / video editing application. The template's resolution is calculated from two variables: aspect and density.

  • The template's aspect ratio should match the UV map's to enable square pixels. This requires knowing precisely how the UV coordinates have been mapped to the 3D model. If the aspect is calculated incorrectly the rendered content may appear stretched across the projection surface.

  • The template's pixel density should match, or preferably exceed, the projector's to enable a 1:1 pixel density. This requires knowing precisely how many pixels produced by the projector will hit the projection surface. If the density is calculated incorrectly the content may appear pixelated across the projection surface.

When video content has been rendered from the content template, it can then be Direct mapped to the screen in Disguise. The content will map perfectly to the 3D model if the UV map for the template matches the UV map for the screen. In Disguise software, virtual projectors can be configured to sample content from the screen, and in realtime the sampled content is outputted to the physical projectors. Therefore, the projector outputs are independent of the content, which means the creative workflow for the content creator is separated from the technical workflow for the hardware technicians, as explained in The UV Map as the Hardware Output page.

Example 

The example below demonstrates how the unwrapped UV map is rendered into a 2D image which can be used as a background template for 2D animations. When re-applied onto the screen in Disguise software, the same template perfectly maps onto the 3D geometry. Virtual projectors are then sampling different parts of the screen and sends the output to the physical projectors. In this example, three HD projectors are covering the screen.  This example below is identical to the example on the Pixel-perfect mapping page except the details how to create the UV map. 

Helpful Resources