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Unity – Projection Mapping

I wrote a curve-based solution for projection mapping inside of a Unity build. The solution can map using custom Arc and Bezier Quads, and is interactively drawn and edited.

warp

[work in progress gif]

Finding an XY position on curve-based Quads turned out to be remarkably complicated; not as simple as just taking a curve on X, and going up it Y amount. But instead it requires interpolating between the X max and X min curves: Y amount, and the Y max and Y min curves: X amount, then finding the intersection between the two resultant curves.

The outcome was a fish-eye camera that could be mapped using arcs and re-mapped to a room using bezier curves whilst projecting onto a dome mirror.

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If I had more time later on I would tidy up a lot of the remapping process. It already went through one round of streamlining: changing the remapping process from corner-edge-face creation to face-merge; but I would have liked to perfect the transition between mapping screens, add curve serialisation, and remove the manual UV mapping (manually flipping the values until faces are correctly oriented).

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The tool will not be provided on request (as it is unfinished and extremely context-specific), but I am happy to answer any questions on the general process.

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