Using the GPU to Create a Seamless Display from Multiple ... · Seamless Display from Multiple...
Transcript of Using the GPU to Create a Seamless Display from Multiple ... · Seamless Display from Multiple...
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Using the GPU to Create a
Seamless Display from Multiple
Projectors
Steve Nash, Nvidia
Paul Green, Scalable Displays
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Agenda
The Problem -- what do we mean by seamless?
The way it’s been done up until now
Our solution
Scalable Display’s implementation
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The Problem
Increases in pixel density and total pixels have not kept pace
with increases in CPU and GPU power
Different solutions for adding more pixels
LCDs: obtrusive bezels in the way
Nearly bezel-less
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The Problem (cont’d)
Projectors: overlap the edges to hide the seam
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The Problem (cont’d)
Projectors: optics (and screens) are never perfect
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The Problem (cont’d)
Just creating the overlap makes a hot spot since the overlap
region gets twice the light
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The Problem (cont’d)
Projectors: how to project on domes and curved screens?
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Working with Multiple Projectors
Current Nvidia SLI Mosaic product lets you specify overlap
To be truly seamless, need to account for geometry and
brightness differences between projectors
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Warp & Blend
Warp = Geometry Corrections
Blend = Intensity adjustments
Can do one or the other, or both
The Solution
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The way it’s been done up until now
Hardware appliance for warp and intensity adjustment
Expensive
Extra performance delay tax on the display pipeline
Additional complexity
Software warp and intensity adjustment
Applications need to be written to manage
There has not been an easy way to implement this for any application,
until now…
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NVIDIA’s Solution
We can do this on the GPU!
GPUs are fast, and are already have the pixel information
Perform the transformation in the display pipeline before the pixels get
scanned out
By doing this on the GPU, we have more flexibility: high quality filtering,
integration with SLI Mosaic, etc.
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NVIDIA’s Solution
Works on Quadro 5000, 6000, and Quadro Plex 7000
Use it with G-sync to get synchronization between displays
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How’s it Done: Work Flow
Take picture of
calibration pattern
Create warping mesh
based on picture of
calibration pattern
relative to true image
Typical Warping
Mesh contains 1-10K
vertices
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How’s it Done: NVAPI
NVAPI is Nvidia’s programmatic interface to configure and
control the GPUs. http://developer.nvidia.com/nvapi
New interfaces are added in the 275+ NDA version to allow
warping and intensity adjustment before the final scanout
Currently works with single screen, multiple screen capability
coming with R285 driver (mid September)
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How’s it Done: Warping
1. Initialize NVAPI
2. Get GPU Handle
3. Get Display ID
4. Define Warping Mesh
1. Use NvAPI_GPU_GetScanoutConfiguration() to get current desktop
2. Each vertex has:
1. x,y: 2D Vertex coordinates
2. u,v: 2D Texture coordinates
3. r,q: perspective correction
5. Call NvAPI_GPU_SetScanoutWarping(
NvU32 displayId,
NV_SCANOUT_WARPING_DATA* scanoutWarpingData,
int* piMaxNumVertices,
int* pbSticky);
6 floats per vertex
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How’s it done: Intensity Adjustment
1. Initialize NVAPI
2. Get GPU Handle
3. Get Display ID
4. Define Intensity Map: GL_RGB value for each pixel
5. Call NvAPI_GPU_SetScanoutIntensity(
NvU32 displayId,
NV_SCANOUT_INTENSITY_DATA* scanoutIntensityData,
int *pbSticky);
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Scalable Display Technologies
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Leading provider of auto-calibration software for seamless
multiple-projectors displays
Founded in 2004, based on Ph.D. work of Rajeev Surati at
MIT
Over 100 Customers
Command and Control
Business Collaboration
Visualization
Simulation and Training
Pro A/V
Projector OEMs: 70,000+ licenses
Scalable Display Technologies
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Core Auto-Calibration Technology (IP)...
Camera feedback to automatically warp and blend many
projectors into one seamless display
Patented by MIT and licensed exclusively to Scalable
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B€n€fit$ of NVIDIA W&B API
• Scalable Display Manager (mil-sim, cmd&ctrl)
• No longer need SDK integration
• No need for warping box hardware ($$$)
• Application Independence
• Quadro support for Gen-lock
Fewer requirements, barriers and restrictions
means broader market and stronger growth
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B€n€fit$ of NVIDIA W&B API
• Scalable Desktop (warped Win7 Desktop)
• Full integration with Windows (login screen, ctr+alt+del)
• Eliminates mouse pointer issues
• Performance benefit
• Expands potential outputs up to 24
100% integrated Windows solution
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100 MPixel Space Command and Control
Navy Combat System Display
20 MPixel Touch Display Wall
48 MPixel F-16 Simulator
Commercial Collaboration Systems
Fortune 100 Collaboration room
Oil and Gas viz room
Classroom Info wall and whiteboard
Case Studies
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AFRL - 100 MPixel Space Command System
25 Computers with Quadro cards running 50 projectors
Custom SDK integration that can run a single application
Application independence with NVIDIA W&B API
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Navy Combat System Display
• Aegis Combat System Display
• Delivered 22 Cruisers, 62 Destroyers to follow
• US, Japan, Spain, Norway, Korea, Australia
• Required Gen-Lock and SDK integration
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MIT Lincoln Labs - 20 MPixel touch wall
• 12 Projector system using dual Quadroplexes
• Will be first install to use NVIDIA W&B API
• Prototype Design for Virtual Shopping Aisle System
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AFRL - 48 MPixel F-16 Simulator
• “Low cost” simulator ($500K)
• Immersive Display Solutions (IDSI)
• Application independence is essential to make “turn key”
• No warping box hardware keeps costs down
• Multi-Quadroplex system
• SLI Mosaic
• Gen-Lock
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Commercial Collaboration Systems –
Edge Blending Goes Mainstream
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Summary
SDT is leader in auto-calibration
NVIDIA Warp and Blend API makes our technology application
independent
Fewer requirements, barriers and restrictions means broader
market
Full windows integration
Loads and loads of examples enabled or enhanced by new
NVIDIA W&B API
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Thanks!