Illumination of Taj Mahal

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Textured1.jpg (92535 bytes)

A Taj Mahal model is 'textured' by merging outputs of shader lamps.

TajPlainWhite.jpg (22050 bytes)

The underlying physical model is wooden and spray painted white to create neutral surface. It is approximately positioned in front of the projectors.

TajRight.jpg (76811 bytes)

Areas illuminated by first projector. 
The images are rendered using traditional graphics pipeline

TajLeft.jpg (76715 bytes)

Areas illuminated by second projector. Since the prespective projection parameters are computed by calibrating the projectors with respect to the physical model, the overlapping projected images are registered. The blending (merging) is achieved via modified feathering algorithm described in the paper.

shadow.jpg (67780 bytes)

Virtual Shadows (due to Sun).
Since we have complete 3D representation of the physical objects and the projectors, we can create almost any view-dependent or view-independent effects.

closeup1.jpg (37154 bytes)

Closeup of 'textured' physical model (click to see bigger image).
The neutral surface appears to have detailed features. With precise alignment achieved with 3D calibration (and off-line authoring), details are 'painted' on appropriate geometrical surfaces. Note that the the projected image is a simple 2D image computed with traditional rendering process.

Animation of virtual shadows due to Sun

Large gif animation file
 
 

TajShadowAnimSmall.gif (653368 bytes)
TajCalib1.jpg (15049 bytes)

Registering images computed with 3D perspective rendering is achieved by first computing the internal and external parameters of the data projector. The calibration involves finding which pixels of the projector (center of cross-hair) illuminate known 3D locations on the model. (We move the computer mouse to translate the cross-hair in projector framebuffer.)

setup.jpg (95184 bytes)

The setup with wooden model of TajMahal illuminated with projectors. The optical tracker, seen mounted on the tripod, provides the user location whichwhich is used for view-dependent effects such as specular highlights.

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