. . .  Portfolio Workshop 2
      Video Projection Mapping (VPM) Experiments

 
 
 
 
 
 
        Disclaimer:         This web page is for the supporting documentation to the project of Video Projection Mapping for the course "Portfolio Workshop" at Florida Atlantic University. I am not the creator or owner of all the projects, videos, and images on this web page. Therefore, I have created a Bibliography at the end of each part's PowerPoint Presentation.

For clarity on scope of design work and participation to these presentations I have organizied the process of this project into parts and then referenced the presentations by number. For instance, all examples in Parts 1-3 are from outside sources. For Part 4, Presentations 4, 5, and 6, I created the Video Projection Mappings; however the video feeds are from YouTube. For Part 5, Presentations 7, 8, and 9, I created the graphics by following the Unity3D Game Tutorial "Roll-A-Ball." I then captured the video output with Syphon to Millumin to create the Video Projection Mapping. For Part 6, Presentations 10, 11 and 12, I created all the game graphics except for the yacht, sailboat, and seaplane. I captured the live video feeds with Syphon for the Video Projection Mappings.

 
 
 
 
 
Part 1

Precedence
& Examples
Presentation 1

PowerPoint
Example 1.1

"Displacements"
Michael Naimark
Example 1.2

Architecture:
AutoNation Building
Example 1.3

Art:
Graphic Cubes
Research

For Final Abstract
 

 
 
 
 
 
Part 2

Production
& Examples
Presentation 2

PowerPoint
Example 2.1

Mad Mapper with Modul8
Software
Example 2.2

Millumin Software
Demonstartion
Example 2.3

Millumin Software with
Adobe After Effects
Research

For Final Abstract
 

 
 
 
 
 
 
Part 3

Proposal
& Examples
Presentation 3

PowerPoint
Example 3.1

Motion Graphics:
Millumin VPM,
After Effects
Example 3.2

Game Graphics:
Unity3D with Syphon
Plugin to Millumin
Example 3.3

Interactive Experience:
Unity3D GUI with
syphon to After Effects
MilliPlug to Millumin VPM
Research

For Final Abstract
 

 
 
 
 
 
Part 4
 
 Motion Graphics 
 
Presentation 4

Graphics on a Box
(in class it was a trash can)
Presentation 5

Alternate
Graphics on a Box
Presentation 6

Live Motion Graphics
After Effects & Millumin
Part 4 PowerPoint

Combined Presentations
Research

For Final Abstract
Video Projection Mapping Creation Notes:

Presentations 4 and 5 were created utilizing music videos found on YouTube. The videos were then imported into the software Millumin's Library. For the first presentation #4, I used a typical layering method to wrap each side of the box, however I did not want an exact copy so I mirrored one side and zoomed into a specific area on the top so that the entire mapping was cohesive but unique as a whole. For the second presentation #5, I experimented with the Millumin's composition feature which gave more control to the alignment of the music and control for starting and stopping the visual effects.

Presentation #6 came from a file provided by Millumin to help learn the software by using a link to Adobe's After Effects. The power of Millumin is greatly enhanced with this feature. Graphics and animations can be made on the fly while Millumin is controlling the simple effects of timing and transitions.

 
 
 
 
 
Part 5
 
  Game Graphics  
Presentation 7

Roll-A-Ball Tutorial
from Unity3D with Syphon
Plugin to Millumin VPM
Presentation 8

Enhanced and Redrawn
Roll-A-Ball Tutorial
from Unity3D with Syphon
Plugin to Millumin VPM
Presentation 9

Reinvisioned for 3D
Roll-A-Ball Tutorial
from Unity3D with Syphon
Plugin to Millumin VPM
Part 5 PowerPoint

Combined Presentations
Research

For Final Abstract
Video Projection Mapping Creation Notes:

The above presentations were created from the Unity3D learning tutorial named Roll-A-Ball. Although the game can be played on most multimedia devices, I thought it would be interesting to capture the video for a video projection mapping on the inside of a copy paper box lid. Presentation 7 represents the output straight out of the completed tutorial. Due to the dimensions of the game created in the video, I discovered that the mapping onto a real 3D object needed to be proportional in the x, y, and z axis of the mapped 3D object. That is why the ball is distorted when it's image is split across two projections as it rolls up to and along the edges.

For Presentation 8, I redrew the game board inside Unity3D proportional to the copy paper box lid that I was mapping. I also started to enhance the objects with color and began to work on the lighting. The redraw worked, as the ball does not distort when it reaches the edge. And interestingly, for the most part, it does stay in shape when it resides in the corners. The corners are actually three separate videos that meet on the x, y, and z axis. Lighting and shadows seem to be the next area for refinement as these qualities reveal a realistic play quality.

For Presentation 9, I thought I would take the play field to another level. Instead of using the box lid, I decided to put the play field on the outside of the box. This would give me some interesting animations to work with as I discovered in Part 4. It would also add to the oveall visual effects for the video projection mappings.

 
 
 
 
 
 
Part 6

Interactive
Experience
Presentation 10

Interactive Art Creation
"Caribbean Island Dreams"
Presentation 11

an IllumiRoom Setup
with "Concordia" a Unity3D Game
Presentation 12

an IllumiRoom Test
with Sypnoner
Plugin to Millumin VPM
Part 6 PowerPoint

Combined Presentations
Research

For Final Abstract
Video Projection Mapping Creation Notes:

The above presentations were created utilizing the game I created named "Concordia" in the college course 3D Production for Interactivity. Concordia was created with software from Unity3D. The software program came with tools that generated the plants, water and islands. The other items were created in Autodesk's Maya and then imported into the environment. The models of the yacht, sailboat, and seaplane were Purchased from the Unity3D asset store.

For the Interactive Art Creation, Presentation 10, I replaced Unity3D's First Person Controller with a particle effect. When the controller collides into other objects they fall apart thus creating the live animations for the video feeds. Millumin's software has special effect controls that are also applied to the entire inteactive art creation. For now, and for cohesion with these projects, the Video Projection Mapping is displayed onto the cube via the same live video feeds with Syphon. Background Music is "Slip into Something More Comfortable" by Kinobe and is available in Itunes on the album Man Ray.

For the IllumiRoom Experience, Presentation 11, what I thought was going to work didn't. I had new problems with the alpha channels. Looking for a solution on the internet, I found another program that did the same thing as Syphon, but it did it differently. Coincidentally the new program was named Syphoner Instead of using two camera scripts, I used two Syphoners on Unity3D. I then duplicated the Millumin to run twice; once for each instance of Syphoner. Millumin was then able to use one session for display onto the game console monitor and the other session for the video projector that maps onto the surrounding walls minus the main camera that is being displayed on the game console monitor. Sound effects are audio recordings from Annaly Bay's pebble beach next to the tidal pools on St. Croix, USVI.


 
 
 
 
 
 
Part 7

Conclusion
Presentation 13

Project Culmination
 
 
Process

All PowerPoints
 
 
Research

For Final Abstract
 
Presentation 13 is a culmination of these Video projection projects. Due to an odd distortion that I kept getting in my animations, I discovered a solution to use an augmented reality application named "Vuforia." The Vuforia application maps animated objects to real objects with it's own camera and user's image targets. It then adds the configuration to the Unity 3D package for compiling into an app for the Apple and Android App Play Stores. When the app is played and the taget is visible it video maps the 3D object to the real 3D object. Although Presentation 13 is aimed to a course in Computer Gaming, I used the graphics and techniques of Video Projection Mapping to enhance the gamming experience. Even though an actual video projector is not used the animated objects are still mapped onto objects in real time and space.

The reason why there are so many formats for this course is that the professor asked us to document the process of out projects. Since I was familiar with the web, I thought the web page format was sufficient. Then into our third or fourth presenatation he asked us to put our projects into a PowerPoint. This project was extended into the summer and fall and then an abstract reseach document was requested to an account of the process.

This was an extreme challenge to produce quality work with little experience in all the applications that I was using. The core component was video, which I have not had much experience in making for an artistic project such as this. All found examples were with the use of high end, creative, motion graphics. Somehow I figured out that I could capture the output from Unity3D for my video feeds. Although this worked for these presentations, the time has come to learn, create, and produce higher quality videos that could be used in future projects such as Video Projection Mappings.
 


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