Project Overview » History » Version 32
Man Mong CHAN, 12/19/2024 03:35 PM
1 | 1 | Chung Hsi LIN | h1. Project Overview |
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2 | 2 | Chung Hsi LIN | |
3 | 29 | Mitsuki EIKI | [[Wiki]] | [[About_Us]] | [[Project_Overview]] | [[UML_Diagram]] | [[Achievements]] |
4 | 5 | Chung Hsi LIN | |
5 | h2. Project Structure |
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6 | |||
7 | 7 | Chung Hsi LIN | h3. Team Structure |
8 | 5 | Chung Hsi LIN | |
9 | 6 | Chung Hsi LIN | ** Roles |
10 | *** Leader |
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11 | *** Manager |
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12 | 10 | Mitsuki EIKI | *** Programmer |
13 | *** Wiki Designer |
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14 | *** UML Designer |
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15 | *** Commentor |
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16 | 5 | Chung Hsi LIN | |
17 | 7 | Chung Hsi LIN | h3. Management Methods |
18 | 6 | Chung Hsi LIN | |
19 | 22 | Mitsuki EIKI | ** Redmine: Employed for comprehensive task management and progress tracking throughout the project lifecycle. |
20 | 1 | Chung Hsi LIN | |
21 | 22 | Mitsuki EIKI | ** Doxygen: Utilized for detailed documentation of the codebase to ensure clarity, maintainability, and adaptability. |
22 | 6 | Chung Hsi LIN | |
23 | 22 | Mitsuki EIKI | ** Astah: Applied to design and develop Unified Modeling Language (UML) diagrams for a structured representation of the system architecture and workflows. |
24 | 8 | Mitsuki EIKI | |
25 | 22 | Mitsuki EIKI | ** Python / OpenCV: Leveraged for implementing advanced image processing techniques, enabling efficient and accurate analysis and manipulation of visual data. |
26 | 17 | Chung Hsi LIN | |
27 | h3. Project Aim |
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28 | 6 | Chung Hsi LIN | |
29 | 18 | Mitsuki EIKI | Our project aims to create a single, large, seamless image on a flat-screen display using two projectors and two laptops. The projectors are aligned to overlap on the screen, with pictures resized to utilize the full resolution of both devices. We employ techniques such as gamma correction, alpha blending, and intensity modification to enhance image quality and achieve smooth blending in the overlapping region. |
30 | 26 | Mitsuki EIKI | |!gru.png!| |
31 | |||
32 | 18 | Mitsuki EIKI | |
33 | 6 | Chung Hsi LIN | ==================================================================================================================================== |
34 | |||
35 | 5 | Chung Hsi LIN | h2. Technology Overview |
36 | 14 | Mitsuki EIKI | |
37 | 7 | Chung Hsi LIN | h3. Alpha Blending |
38 | 5 | Chung Hsi LIN | |
39 | 11 | Chung Hsi LIN | Problem and Solution: |
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41 | 12 | Chung Hsi LIN | The general idea of alpha blending extends from techniques used in movie rendering, or in this case, overlapping projection. The problem with overlapping projection is that the overlapping area is considered as collisions where such conflicts need to be resolved. In the case of computer rendering, the most common method is referred as the painter's method, which would only render one of the overlapping projections. Alpha blending is a proposed solution to would blend both projections. The problem of blending is the stacking luminosity of the two projections. Alpha blending describes the technique to find a alpha coefficient to adjust the luminosity of both projects under the overlapping area. |
42 | 11 | Chung Hsi LIN | |
43 | Details: |
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44 | 25 | Chung Hsi LIN | |\2. !Whole.jpg!| |
45 | 21 | Chung Hsi LIN | | !Left.jpg! | !Right.jpg! | |
46 | 20 | Chung Hsi LIN | |
47 | 7 | Chung Hsi LIN | h3. Gamma Blending |
48 | 30 | Man Mong CHAN | |
49 | Problem and Solution: |
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50 | |||
51 | 32 | Man Mong CHAN | The general idea of gamma blending is to address the issue that colour blending for computer graphics does not match how a human eye perceives light. In computer graphics, most images are blended using gamma-encoded colours, which are not linear with respect to light intensity. This may lead to "unnatural results” such as being overly dark or washed-out blends. While gamma blending describes the technique of converting colours to a linear colour space for blending operations, allowing these results to appear natural in the human eye. Once the results are blended, it would be converted back to their original gamma-encoded form. The equation for gamma correction is P' = P^Gamma. P represents the input value, P' represents the pixel value after gamma correction. |