Convert to Planes
Name - This name is used to assign projections to windows.
Type - Contains the following type options:
| Row 2 Col 1 | Row 2 Col 2 |
|---|---|
| Row 1 Col 1 | Row 1 Col 2 |
There are two similar tiled projections supported. The first one does not support head tracking. For this setup the exact geometry of the display must not be provided. So, if head tracking is not required, this setup should be used.
Type - Contains these other type options:
Power Wall - For a tiled display with head tracking support. The projection plane must be defined in mm. The center of the tracking system must be calibrated to lie in the center of the projection wall.
Cave - For a cave-like projection. A cave consists of multiple orthogonal projections. It is defined as a cube. Each side of the cube can be defined as a projection plane. Consider a person standing in the middle of the cave cube, then the projection planes are named relative to this person as front, back, left, right, bottom and top. If the walls of the cave are not aligned to a cube, for example the floor projection is shorter than the left or right wall, then multiple cave projections can be used or some sides of the cave can be defined as projection planes.
Plane - A projection plane is the most flexible projection type. It is possible to define any rectangular area in 3D space as a projection area. The plane is defined by 3 points in space.
Tile - Contains the following tile options:
Tile - For Tile projection type only.
Tile Layout - Number of vertical rows and horizontal columns.
Tile Overlap [pixel] - Number of pixel for horizontal and vertical tile overlap.
Right Eye Offset [pixel] - For Wall and Tile projection types only. If left and right eye projections are not congruent, then you can give the offset as the distance from the left to the right eye in pixels.
Edge Blending - Blends overlapping regions.
Projection Area [mm] - Width and height of the projection in mm.
Distance - Distance from the origin of the tracker to the projection plane
Cave Size [mm] - The size of the cave cube in mm.
Cave Center [mm] - Distance from the origin of the tracker to the cave center.
Cave Walls - Select the walls to use.
If the projection is defined, then each projection must be mapped to a window on one of the cluster nodes. All windows that belong to the same display are grouped together into a display node.
Eye Separation [mm] - Defines the distance between left and right eyes in millimeters.
Camera - You can set different cameras to each display. Mapping is done by camera name so it can be stored in the display cluster configuration file. If the camera cannot be found, the active camera from the master is used.
User - You can specify the tracking user for the projection. With this option, you can drive two different caves with independent head tracking for the same scene. The option can be found in the display settings of the cluster module or in the body options of the tracking module for target type Head Projection.
Hardware Sync - If the graphics driver supports buffer swap syncs, then select this option to synchronize the buffer swaps. To synchronize buffer swaps between multiple cluster nodes, a special sync hardware and sync network is required, for example Quadro Sync from NVidia.
Render Node - The name of a compute node that should be used as graphics output.
Screen - If multiple displays are connected, then the screen number is used to select one of the displays.
Full Screen - The whole screen area is used.
Geometry - If Full Screen is not selected, the geometry parameters are used to define an area on the screen where the window should be visible.
A viewport defines an area on a window where the scene should be visible. Each viewport is responsible to view one projection.
Projection - Select the projection that should be visible on this viewport.
Stereo - Stereo parameter:
For definitions of these stereo modes, see Stereo Options in the Visualization Menu.
Position - Defines the position of the viewport in the window. Select Custom to define the exact position in pixels. Viewport positions, Lower left and Upper right, can be defined in pixel values >1 or relative to the window [0-1].
Flip - The displayed image can be mirrored horizontally or vertically.