Projection Mapping#
Throwing computed light back onto the physical surface you scanned
Recap#
- last week you captured a surface as data — this week you send computed light back onto that same kind of surface
- mapping a projector onto an irregular physical object, not a flat screen
- calibration: why a straight rectangle projected onto a curved object goes wrong, and how to fix it
- Studio Brief 1 opens today, asking you to combine this pillar with next week’s programming on-ramp
Setting up the station#
Aim a projector at a stand or table where your object can sit still for the rest of the session. Settle the object on that stand before you calibrate, not after — a calibration only holds for one fixed relationship between projector and object.
Keeping the setup fixed#
Treat both the object and the projector as fixed from here. A bump to either means calibrating again from scratch.
Calibrating: corners first, then curves#
Match the projected image’s corners to the object’s outer edges first — that gets position and scale roughly right. Then adjust for what a flat grid can’t predict: a curved face smears or doubles a straight-on image, an angled face stretches it.
Nudging it into place#
Nudge the projection, or reshape the source image, until it sits on the geometry you actually have rather than floating over it.
From calibrated to captured#
Map computed imagery onto the calibrated surface and it reads as part of the object, not a rectangle of light sitting on top of it. Capture a still image or clip before you strike the setup — a live projection only exists in the room while it’s running.
What this can build toward: mapping a building facade#
The same corners-then-curves calibration, scaled up: a computed light pattern registered to a building’s real windows and ledges, run after dark as a public art piece.
What this can build toward: a mapped performance prop#
A mask or prop with a texture mapped onto its own irregular surface so it reads as part of the object under stage lighting, live, in a performance.
Next week#
Programming I — the p5.js creative-coding on-ramp, feeding into Studio Brief 1