Parallel mapping

The Parallel mapping type projects content geometrically into the scene, as if 'virtually shooting content from an emitting rectangle. The mapped image does not increase in size the further away you go from the emitting rectangle. Instead, the image remains the same size, hence the term parallel.

Parallel mapping will emit content over multiple screens and treat the configuration as a single canvas, projecting one unified image over all assigned surfaces. There is no more need to calculate the exact distance and pixel density of the empty space between screens, Disguise software will maintain the correct content sampling even across moving surfaces.

Parallel mapping is also very useful when you want to apply content onto moving screens. As long as Disguise software receives the correct tracking signal, the system will automatically map the content onto the moving screens. See more about screen tracking in the sub-chapter Motion control systems.

Furthermore, Parallel mapping is a great tool for combining not only LED technology of various pixel-pitches, but also to combine LED , projection and DMX lighting into one canvas. As Disguise considers all screens to be made up of pixels, regardless if they are LED, projection or DMX-based screens (including moving heads), it is very easy to combine these different type of screens into one canvas.

Please note: the Parallel mapping may not be useful when the screens are facing awkward angles in relation to the emitting rectangle of the Parallel mapping. The more they rotate away from the emitting rectangle, the more stretched the pixels will be on the screens. Ideally, the Parallel mapping should be used for straight-facing rectangular screens. For low-res sculptural screens, this is however not a problem.