The first is a native approach where the user has to specify the.
There are two ways to use mpcdi projection policy. To get around this, we are working on a solution for previewing the MPCDI file data within the Unreal Editor, and at runtime.Ĭurrently, users are able to generate procedural meshes of physical displays based on mesh data generated from the MPCDI file. Support for the MPCDI standard enables nDisplay to read and store data describing a complex projector system in a standardized and formalized fashion, so that we can easily communicate and interface with various other tools from within the industry.īecause the MPCDI implementation is new, there is no previs capability inside the engine yet. MPCDI is used throughout the industry by content producers and vendors such as: Any new hardware introduced into a system can be easily integrated with the standard. The standard provides a way for multi-projector systems to generate the data needed to combine individual display components into a single, seamless image by a variety of devices. This is a standard data format for projection calibration systems to communicate with devices in a multi-display configuration. The MPCDI (Multiple Projection Common Data Interchange) standard was developed by the VESA Multi-Projector Automatic Calibration (MPAC) Task Group. id="proj_picpmesh_up" type="picp_mesh"įor mesh assignment, the PICP Module API should be used instead of the Displa圜lusterProjectionAPI.Īn integration of the MPCDI standard is used for complex projects that rely on this industry protocol. Mesh-based warp "picp_mesh" policy was created for IncameraVFX frustum rendering. The source of the warp mesh is represented by SceneMeshComponent reference assigned to the viewport that has "mesh" projection set: *` id="proj_picpmesh_right" type="mesh" ` Instead of a PFM (portable float map) workflow, it is now possible to simply assign a mesh to effectively warp the rendered output.
One for In Camera VFX called "picp_mesh" ( Picture in Camera Perspective, or picp) Two new projection policies were added to simplify warp-rendering workflows: id=proj_manual_2 type="manual" rot="P=0,Y=0,R=0" matrix=" " Case 2: Frustum from Custom Angles id=vp_1 x=0 y=0 width=1000 height=600 projection=proj_manual_1 Here are samples for each approach that include mono and stereo setups:Ĭase 1: Frustum from Custom Matrix id=vp_1 x=0 y=0 width=1000 height=600 projection=proj_manual_1 This can be done either via projection matrix or frustum angles. The key idea is that the user explicitly sets a view frustum for a particular viewport.įor stereo rendering, two frustums are required.
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The same reasoning applies to the mesh policy below.Īs a generic solution for those calibration systems that are not yet supported by nDisplay, a new manual projection policy was introduced. That is why the camera must be set manually via Blueprints or C++ API. This way, any config file can be used with any application. One of the main ideas behind the configuration file is to completely separate the nDisplay topology from the application and its content (Assets). This policy allows you to map a view of any UE4 camera to the nDisplay viewport. Since it is impossible to get a view from a regular Unreal Engine camera or cine camera with nDisplay, the camera policy was introduced. In the example above, we define a projection screen that is located 2 meters ahead of the nDisplay root. id="proj_simple_demo" type="simple" screen="scr_demo" The rectangle ( screen) must be defined in the config file, then referenced in the simple projection policy: This policy requires a rectangle in 3D space to be used to build camera frustum. Simple refers to the standard policy used to render on regular 2D flat displays. Here are the currently supported projection policies: After much research, we found the following technologies to help us achieve our goals for scaled displays. As part of the development strategy for new features, Epic Games is constantly evaluating existing tools that could add functionality to Unreal Engine (UE4).