user guides

Omnidome User Manual


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TABLE OF CONTENTS
Introduction to the software
Installing Omnidome
Detecting your projectors Creating your canvas Arranging Your Projectors Warp Grids Blending Your Projectors Colour Correction
INTRODUCTION
We are proud to announce that the Public Beta Version will be available for download on the 5th of May, following our launch party at the Republica Conference 2016.

Omnidome is a multiplatform opensource video mapping tool, primarily for mapping all types of domes and spherical surfaces. It can also be used to map rectangular rooms into a single cohesive screen, creating a CAVE virtual environment. Omnidome was written by Micheal Winkelmann with design by Brook Cronin.

What can I use Omnidome for?

Omnidome can be used to map either half sphere, full sphere or boxes (rectangular environments) into one single seamless projection surface, with the projection correctly distorted to match the geometry of that room.

Ok, what then?

Well, then you can project a 360 degree image onto your room, dome or geometry and the projection will be optically correct, as in it will appear to the viewer that they are now in the virtual space in the projection rather than the original reality of the room / dome they were in before.

So it's like a Holodeck then?

Yeah, it's basically a tool set for making your own holodeck, either in a dome or a normal box room.

What kind of content can Omnidome play?

Omnidome can do a lot of different things in a lot of different ways, it's a toolkit designed to bring life to your ideas and as such is not limited in functionality.
INSTALLATION
Omnidome installers can be downloaded from here

Platform


Omnidome has been tested and works on:
Mac OS X: El-Capitan, Yosemite & Mavericks.
Linux: Ubuntu Desktop 14.04.

System Requirements


Minimum for three projectors

Macbook pro Laptop
i7 2.6 ghz processor
1GB Graphics Card
8gb Ram
SSD
Matrox Triplehead DP Edition

Recommended for 6 projectors

Mac Pro or equivalent
4ghz Processor
4GB Graphics Card with OpenGL Support (Nvidia recommended)
minimum 3 x Display Ports Output
16GB RAM (32 recommended)
SSD
2 x Matrox Triplehead DP Edition
DETECTING PROJECTORS

Screen Selection


Screen Selection should happen automatically, in the middle panel you should see all projectors and monitors currently connected to your graphics card.

Screen Selection 1

Assigning Projectors


Projectors are assgined by creating a projector with the add button in the bottom of the right hand tab, add as many projectors here as you have and assign them by dragging them to the screens in the middle.

Change colours with top right arrow disable / enable with the eye show / hide controls with maximise button discard projector with X.

Adjust the projectors Keystone and throw ratio / FOV (Changing one will automatically change the other). Check with your projectors data sheets for the specifications you need.

Screen Selection 2

Working with Matrox TripleHeads


Matrox TripleHeads are automatically detected and split into their component subscreens. You should see the large window representing your matrox device along with however many subscreens (projectors) are attached to the device.

Assign your projectors to the corresponding subscreen. In this example the display to the left (our second monitor screen) is not assigned a projector.

Screen Selection 3
CREATING YOUR CANVAS

Canvas Types


Add Canvases in the Canvas Tab of the left panel, the list of available canvases and their corresponding controls are as follows:

Half Dome canvas - A Half Sphere

Controls (found in the Canvas Tab in the left hand panel)
Diameter - The Diameter of your dome.
Rotation - X,Y & Z Rotation of your dome.
Translation - X,Y & Z Translation of your dome (moving the dome around the scene).
Scale - X,Y & Z Scale of your dome. (Squashes and Streches your dome, good for compensating against gravity).

Half Dome Canvas
Half Dome


Full Sphere Canvas - A Full Sphere

Controls (found in the Canvas Tab in the left hand panel)
Diameter - The Diameter of your dome.
Rotation - X,Y & Z Rotation of your dome.
Translation - X,Y & Z Translation of your dome (moving the dome around the scene).
Scale - X,Y & Z Scale of your dome. (Squashes and Streches your dome, good for compensating against gravity).

Full Sphere Canvas
Full Sphere


Box Canvas - A Square or Rectangular Box

Controls (found in the Canvas Tab in the left hand panel)
Height, Width & Length of your box
Rotation - X,Y & Z Rotation of your box.
Translation - X,Y & Z Translation of your box (moving the box around the scene).
Scale - X,Y & Z Scale of your box. (Slightly different from height, width & length).

Box Canvas
Box

Scene Controls


Control the scene information from the Scene Tab in the left panel.
Controls (found in the Scene Tab in the left hand panel)
Scene Size - Scale the Global Scene Size.
Unit - Choose the appropriate unit of measurement for your scene.
Fit to Canvas - Will rescale the Scene to fit the Canvas.
(Useful if your object is too big to move around your scene or to small to see properly in your viewport).
Rescale Values - Toggle automatic projector scaling.
When this option selected the projectors will automatically rescale with the scene, when deselected they will retain their current postion and values.

Scene Controls

Adding Inputs to your scene


Add inputs from the Input Tab in the left panel.

Input selected in the left tab
Add Input
Fisheye Test Image
Add Input
ARRANGING YOUR PROJECTORS

Projector Controls


Model your scene with the projector controls, take measurements and try to get the positions in the software to match as closely to your real projection scene as possible.

Projector Controls found in the right hand panel. Use the mouse to slide the sliders or click on a slider and use t he arrow keys to step forward or backward, hold shift to step in smaller ammounts.

Yaw (rotation around the center point)
Pitch (angle the projector points up or down)
Distance (distance from the center of the canvas)
Tower height (Height from the ground plane the projector stands)
Shift (X / Y shift for the projector)
Delta yaw (local rotation of projector, head swivel)
Roll (tilt on the X / Y axis for the projector)
FOV (field of view, linked with Throw Ratio, see below)
Throw Ratio (Distance required to achieve a screen with of 1 unit, i.e a throw ratio of 1:1 will produce a 1m wide projection at 1m distance)

Postioning the Projectors
projecters 1

Mapping the scene


Position the projectors in the center panel using the individual controls in the projector panel on the right. Try to model your real projection setup as closely as possible, take measurements if neccesarry and remember to check your projectors datasheets to get the correct throw ratio and keystone.

projectors2

projecters 3

Using the Inputs


Use the Input and Mapping Tabs to try different mapping modes and content types. Add still images or a Syphon output from another application.

Available Inputs

Fisheye Test Image
Equirectangular Test Image
Cube Map Test Image
Custom Image
Syphon Input

Equirectangular (Spherical) mapped to a half dome projecters 4

Equirectangular (Spherical) Incorrectly Mapped to half dome projecters 5
Cube Map mapped to a half dome projecters 6
USING THE WARP GRIDS

Basic Warp Usage


Warping is a fine tuning tool and works best when the projectors are postioned as accurately as possible. Select your projector by cliking on the preview in the right hand projector panel, this will update the main view. Use the Warp Tab in the left hand panel to select the number of vertical and horizontal warp points. Click and drag a warp point in the main viewport to move it.

Using the Warp Grid
Warping 1

Warp Options


Hold Command on Mac or CTL on Linux to select Multiple points to move together.

Warping 2

Warp Viewport Options


Use the view contols to see the blend masks of the current projector.

Warping 3
Blending Your Projectors

Using the Brushes


In order to create one seamless image it is neccesarry to remove overlapping areas of the projectors and create a blend between the edges. To achieve this we created a paintbrush tool to make the blending process as intuative as possible. Use the left mouse button to remove the image and the right mouse button to reveal. Hold shift and click between two points to draw in a straight line.

The Blending brush has the following options, located in the top Brush section of the Blend Tab in the left hand panel:
Invert button - Select to remove or reveal the image with the paint brush.
Brush Size - Controls the diameter of the brush.
Opacity - Controls the opacity of the brush, i.e how transparent the painted area will be.
Feather - Controls the feathered edge of the paintbrush, how soft or hard the edge will be.

Painting with the Blend Brush
Blending 1

Edge Mask Controls


An additional set of controls for Blending are available in the lower part of the Blend Tab, located in the left hand panel. These controls effect the edges of the blend mask and can be useful when only a straight blend edge is required.

The Edge Mask has the following options located in the lower left Edge Mask section of the Blend Tab in the left panel.
Gamma - Affects the overall brightness and opacitity of the Edge Mask.
Top - Slide to add or remove the top edge.
Left - Slide to add or remove the left edge.
Right - Slide to add or remove the right edge.
Bottom - Slide to add or remove the bottom edge.

Blending 1

Blend Viewport Options


Use the view contols to see the blend masks of the current projector.

Viewport options are in the Edge Mask section in the lower part of the Blend Mask Tab in the left hand panel.

Coloured Mask / White Mask toggle - Select betwen the assigned projector colour and a white mask. Input Opacity - Slide to reveal your input image.

Blending 2
Colour Correction

Using the Colour Adjustments


As using multiple projectors can result in different colours in each projector, even if the projectors are the same make and model they can project different colours depending on the lamp usage or calibration.

With the Colour Correction controls you can correct the overall colour and the individual colour channels. The contols can be found in the Colour Adjustment Tab in the left hand panel.

Colour Correction toggle - Enables / Disables the colour correction for the current projector.
All toggle - When selected the sliders will effect all channels at the same time.
RED toggle - When selected only the Red channel will be effected.
GREEN toggle - When selected only the Green channel will be effected.
BLUE toggle - When selected only the Blue channel will be effected.

Brightness Slider - Slide to adjust the Brightness of the selected channel.
Contrast Slider - Slide to adjust the contrast of the selected channel.
Gamma Slider - Slide to adjust the gamma of the selected channel.
Multiplier - Slide to adjust the ammount each of the sliders above effect the image.
Reset - Toggle to reset the Colour Adjustments of the currently selected projector.

Correcting all channels
Colour Correction

Testing with your Input


It is advisable to test here with a sample of your content to check if the colours will be correct in your projection space. You can add a still image via the Picture Loader or use a Syphon Input from the Input Tab in the left hand panel.
Exporting Your Mapping

Export Formats


You can choose to export your mapping data and use it inside another application or plugin, such as Unity, A VJ App or Quartz Composer. Export either the texture co-ordinates, or our own OmniCalib Calibration Format. For more info on this see here:(LINK).


Export 1

Export Previews


Preview Export data.
Export 1

Export Usage


Load your mapping data into another software via a custom plugins, useful for building games in platforms such as Unity.
here is some of our plugns you can purchase. plugins
Live Mode

Using Syphon or BlackMagic Inputs


Omnidome's Live Mode allows you to stream your content directly through the Omnidome App using either a Syphon Output from another app (VJ Software, Processing ot Cinder app) or a BlackMagic Output from a seperate computer. (BlackMagic is not available in the free version, to purchase this please visit the plugins page).


Live 1

Live Mode Preview


By clicking on the Live Mode in Omnidome you lock the arrangement, warping and blending parameters, increasing the performance of Omnidome.

live 2