Tri-surface image projection system and method
First Claim
1. A method comprising:
- digitally acquiring at least visual digital media content;
creating a simulated venue using a computer model simulation of a real venue in which the digital content is to be shown, and frontally projecting the visual digital media content from a virtual center of the simulated venue onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, thereby electronically baking forced perspective images onto the virtual side screens;
digitally capturing, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from a point of view that a real frontal digital cinema projector and each of two real oppositely positioned side digital cinema projectors would have in the real venue;
projecting the digitally captured, electronically baked forced perspective images of the frontally projected visual digital media content through the real frontal digital cinema projector and the two real oppositely positioned side digital cinema projectors in the real venue, thus completing an illusion of a cinematic window of the visual digital media content in the real venue; and
synchronizing the projecting using at least one digital server.
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Accused Products
Abstract
Digitally acquiring digital media content using a computer model simulation of a real venue in which the digital content is to be shown. Frontally projecting content from a virtual center of the simulated venue, the real venue having a frontal screen and two side screens. Digitally capturing the frontally projected digital media content from a view that a real frontal projector and two real side projectors would have in real life in order to “bake in” a warped transformation of the frontally projected digital media content. Projecting the warped, transformed frontally projected content through a frontal digital projector and two side digital projectors in the real venue, thus completing an illusion of a “cinematic window” of the digital media content in the real venue. Controlling the digital projectors using a digital server to feed the three digitally captured, warped media streams synchronously to the front, left and right digital projectors.
80 Citations
20 Claims
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1. A method comprising:
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digitally acquiring at least visual digital media content; creating a simulated venue using a computer model simulation of a real venue in which the digital content is to be shown, and frontally projecting the visual digital media content from a virtual center of the simulated venue onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, thereby electronically baking forced perspective images onto the virtual side screens; digitally capturing, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from a point of view that a real frontal digital cinema projector and each of two real oppositely positioned side digital cinema projectors would have in the real venue; projecting the digitally captured, electronically baked forced perspective images of the frontally projected visual digital media content through the real frontal digital cinema projector and the two real oppositely positioned side digital cinema projectors in the real venue, thus completing an illusion of a cinematic window of the visual digital media content in the real venue; and synchronizing the projecting using at least one digital server.
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2. A method comprising:
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1) digitally acquiring at least visual digital media content by shooting actual film footage using actual cinematic components or rendering virtual images using virtual cinematic components, the actual or virtual cinematic components selected from the group consisting of; (a) a single camera with a single spherical lens; (b) a single ultra-wide and high-resolution (minimum 8 k) digital camera; and (c) three individual digital cameras, such that a focal point of the selected cinematic components represents a virtual center of a simulated venue created using a computer model simulation of a real venue having a real frontal screen, a real left side screen, and a real right side screen; 2) if the cinematic components of either Step 1(a) or 1(b) are selected, feeding into the computer model simulation of the real venue the actual film footage or rendered virtual images produced by the single spherical lens or the single ultra-wide high-resolution digital camera, and then using the computer model simulation of the real venue, projecting the actual film footage or rendered virtual images produced by the single spherical lens or the single ultra-wide high-resolution digital camera from the virtual center of the simulated venue onto a virtual spherical screen or a virtual wide frame screen, thus creating the digital media corresponding to the real frontal screen and the real left and real right side screens of the real venue; 3) if the cinematic components of Step 1(c) are selected, arranging the three individual digital cameras in such a way that a single shared focal point is achieved behind individual focal points of the three individual digital cameras, with lens angles the same on all three individual digital cameras and with minimal overlap of digital media footage from the three individual digital cameras, thus creating the digital media corresponding to the real frontal screen, the real left side screen, and the real right side screen of the real venue; 4) feeding the digital media corresponding to the real frontal screen, the real left side screen, and the real right side screen of the real venue into the computer model simulation, modeled with a virtual frontal screen, a virtual left side screen, and a virtual right side screen, wherein a render or perspective position to place a real frontal projector, a real left side projector, and a real right side projector will be in the virtual center of the simulated venue and moved backwards or forwards virtually to match a selected viewing position, or to accommodate viewing angles to accommodate footage or rendering angles; 5) creating a 3D virtual frontal projection using the computer model simulation by virtually “
projecting”
the digital media corresponding to the real frontal screen, the real left side screen, and the real right side screen of the real venue from the virtual center of the simulated venue onto the virtual frontal screen, the virtual left side screen, and the virtual right side screen, thus warping and distorting content on the virtual left side and virtual right side screens, resulting in forced perspective images on the virtual left side and virtual right side screens, the digital media corresponding to the real frontal screen and the real left and right side screens of the real venue being virtually projected from the virtual center of the virtual venue'"'"'s seats from front, left, and right virtual projectors on to the geometry of respective virtual screens, thus electronically baking or burning the forced perspective images onto the virtual left side and virtual right side screens;6) capturing the forced perspective images that were electronically baked or burned onto the virtual left side and virtual right side screens by rendering the baked forced perspective images using left and right virtual cameras placed perpendicular to the virtual left side and virtual right side screens, the left and right virtual cameras placed in virtual positions duplicating real left and right projector positions in the real venue facing the real screens; and 7) optionally playing back or projecting the captured, baked or burned forced perspective images from actual, real world projectors placed perpendicular to the real left side and real right side screens in the real venue, the perspective being corrected when viewing the content in the real venue, resulting in the forced perspective images being displayed on the left and right real side screens.
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3. A system comprising:
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one or more digital cameras or a digital computer using a gaming engine for digitally originating at least visual digital media content; the digital computer or a separate computer using a computer model simulation of a real venue in which the digital content is to be showed, the real venue having a real frontal screen, a real left side screen, and a real right side screen, the computer model simulation configured to virtually frontally project, using virtual projectors, the visual digital media content from a virtual center of the simulated venue onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, and electronically bake forced perspective images onto the virtual side screens; the digital computer or a separate computer programmed to digitally capture, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from points of view of a real digital projector projecting onto the frontal screen and two oppositely positioned real side projectors projecting onto the real left and right side screens would have in the real venue; a real frontal digital cinema projector, a real right side digital cinema projectors, and a real left side digital cinema projector in the real venue, the real digital cinema projectors projecting the digitally captured, electronically baked forced perspective images onto the real frontal screen, the real left side screen, and the real right side screen adjacent the real frontal screen in the real venue that completes an illusion of a cinematic window of the visual digital media content in the real venue; and at least one digital server configured to synchronize the frontal, left side and right side digital cinema projectors.
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4. A system comprising:
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a) a cinematic structure comprising a rear wall, a front wall, a floor, and left and right side walls; b) a primary, forward projecting digital cinema projector positioned adjacent the rear wall for producing a primary digital image; c) a primary reflecting screen upon which is projected the primary digital image, the primary reflecting screen having a left side edge and a right side edge; d) at least one right side wall digital cinema projector for projecting at least one left side digital image onto a left side wall extension screen, the left side wall extension screen positioned with one edge adjacent the left side edge of the primary reflecting screen; e) at least one left side wall digital cinema projector for projecting at least one right side digital image onto a right side wall extension screen, the right side wall extension screen positioned with one edge adjacent the right side edge of the primary reflecting screen, wherein the left and right side digital images are created using a sub-system comprising a computer using a computer model simulation of the cinematic structure and screens, the computer model simulation configured to virtually frontally project visual digital media content from a virtual center of the simulated cinematic structure onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, the virtual screens modeled to be in identical positions as the primary reflecting screen, the left side wall extension screen, and the right side wall extension screen, and electronically bake forced perspective images onto the virtual side screens; the computer programmed to digitally capture, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from points of view of the primary, forward projecting digital cinema projector, the left side wall digital cinema projector, and the right side wall digital cinema projector would have in the cinematic structure; and f) at least one digital server to synchronize the primary, forward projecting digital cinema projector, the left side wall digital cinema projector, and the right side wall digital cinema projector. - View Dependent Claims (5, 6, 7, 8)
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9. A method comprising:
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a) providing a cinematic structure comprising a rear wall, a front wall, a floor, and left and right side walls; b) providing a primary reflecting screen on the front wall, the primary reflecting screen having a left side edge and a right side edge; c) projecting a major portion of a primary digital image onto the primary reflecting screen using a primary, forward projecting digital cinema projector positioned adjacent the rear wall; d) projecting a second digital image using a right side wall digital cinema projector, the second digital image comprising a forced perspective left side digital image extension of the primary digital image projected onto a left side wall extension screen, the latter positioned with one edge adjacent the left side edge of the primary reflecting screen; and e) projecting a third digital image using a left side wall digital cinema projector, the third digital image comprising a forced perspective right side digital image extension of the primary digital image projected onto a right side wall extension screen, the latter positioned with one edge adjacent the right side edge of the primary reflecting screen; wherein the forced perspective left and right side digital image extensions are created using a method comprising digitally acquiring at least visual digital media content; creating a simulated venue using a computer model simulation of the cinematic structure and screens, and frontally projecting the visual digital media content from a virtual center of the simulated cinematic structure onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, the virtual screens modeled to be in identical positions as the primary reflecting screen, the left side wall extension screen, and the right side wall extension screen, thereby electronically baking forced perspective images onto the virtual side screens; digitally capturing, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from points of view of the primary forward projecting digital cinema projector, the left side wall digital cinema projector, and the right side wall digital cinema projector would have in the cinematic structure. - View Dependent Claims (10)
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11. A system for mapping media including at least one of 3-D animation, film, video, digital media or footage onto a tri-planar surface, the system comprising:
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a) a structure comprising a primary light reflecting surface and left and right extension light reflecting surfaces positioned in abutting edge relationship to opposite vertical side edges of the primary light reflecting surface, and positioned at respective first and second angles to the primary light reflecting surface, the first and second angles each being greater than 90 degrees, thus forming a tri-planar surface; b) a primary, forward projecting digital cinema projector positioned to produce a primary digital image on the primary light reflecting surface; c) a right side digital cinema projector for projecting a left side digital image onto the left extension surface light reflecting screen; and d) a left side digital cinema projector for projecting a right side digital image onto the right extension surface light reflecting screen; wherein the primary light reflecting surface and left and right extension light reflecting surfaces form the tri-planar surface upon which is mapped a 3-D animation or film footage produced by the combination of images produced by the primary, forward projecting digital cinema projector, the right side digital cinema projector, and the left side digital cinema projector, and wherein the primary, left and right side digital images are created using a system comprising one or more digital cameras or a digital computer using a gaming engine for digitally originating at least visual digital media content; the digital computer or a separate computer using a computer model simulation of the structure in which the digital content is to be showed, the computer model simulation configured to virtually frontally project the visual digital media content from a virtual center of the simulated structure onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, the virtual screens modeled to be in identical positions as the primary light reflecting screen, the left extension light reflecting surface, and the right extension light reflecting surface, and electronically bake forced perspective images onto the virtual side screens; the digital computer or separate computer programmed to digitally capture, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from points of view the primary, forward projecting digital cinema projector, the right side digital cinema projector, and the left side digital cinema projector would have in the structure. - View Dependent Claims (12, 13, 14, 15, 16)
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17. A method of mapping media including at least one of 3-D animation, film, video, digital media or footage onto a tri-planar surface, the method comprising:
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a) providing a structure comprising a primary light reflecting surface and left and right extension light reflecting surfaces positioned in abutting edge relationship to opposite vertical side edges of the primary light reflecting surface, and positioned at respective first and second angles to the primary light reflecting surface, the first and second angles each being greater than 90 degrees; b) projecting a primary digital image on the primary light reflecting surface using a primary, forward projecting digital cinema projector; c) projecting a second digital image onto the left extension light reflecting surface using a right side digital cinema projector; and d) projecting a third digital image onto the right extension light reflecting surface using a left side digital cinema projector; thereby mapping media selected from the group consisting of 3-D animation, film, video, digital media, and footage produced by the combination of images produced by the primary, forward projecting digital cinema projector, the right side digital cinema projector, and the left side digital cinema projector onto a tri-planar surface formed by the primary light reflecting surface and left and right extension light reflecting surfaces, wherein the primary, second and third digital images are produced using a method comprising digitally acquiring at least visual digital media content; creating a simulated venue using a computer model simulation of the structure in which the digital content is to be shown, and frontally projecting the visual digital media content from a virtual center of the simulated venue onto a virtual frontal screen, a virtual left side screen, and a virtual right side screen, the virtual screens modeled to be in identical positions as the primary light reflecting screen, the left extension light reflecting screen, and the right extension light reflecting screen, thereby electronically baking forced perspective images onto the virtual side screens; digitally capturing, using virtual frontal, virtual left side and virtual right side cameras, the electronically baked forced perspective images of the frontally projected visual digital media content from a point of view of the primary, forward projecting digital cinema projector, the left side digital cinema projector, and the right side digital cinema projector would have in the structure. - View Dependent Claims (18, 19, 20)
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Specification