ARCHITECTURAL LIGHT / SPATIAL MEDIA / SURFACE TRANSFORMATION
§ 02 — SOFTWARE PIPELINE
Resolume Arena Workflow
The canonical projection mapping signal chain — from media ingest through composition, warping, and output to projectors. Each stage transforms the signal toward accurate surface registration.
Media Sources
Video files, NDI, Syphon/Spout, generative layers, MIDI/OSC triggers
Operator display with surface overlay, warp grid handles, blend indicators
RESOLUME SIGNAL FLOW VISUALIZER
§ 03 — SURFACE MAPPING
MadMapper Surface Assignment
MadMapper's quad/mesh/DMX/LED surface workflow — define geometric primitives, assign media rectangles from the source, warp individual surfaces with bezier control points.
SURFACE WARP PREVIEW
MEDIA SOURCE ASSIGNMENT
Mesh Subdivisions6
Bezier Tension0.50
Corner Pin X0
Corner Pin Y0
Horizontal Key0
Vertical Key0
Rotation0°
Zoom1.00
§ 04 — PROJECTION MATHEMATICS
Homography & Warping
A homography is a 3×3 projective transformation matrix mapping points in one plane to another. It underpins every quad-based projection mapping system — from pinhole camera models to full 3D mesh warping pipelines.
// Homogeneous point transformation
[x', y', w'] = H · [x, y, 1]
// 3×3 Homography matrix H (8 degrees of freedom) H = | h₀₀ h₀₁ h₀₂ |
| h₁₀ h₁₁ h₁₂ |
| h₂₀ h₂₁ 1 |
Where two projectors overlap, a gamma-corrected falloff curve ensures seamless luminance matching. Black level offset, gamma curve shaping, and color matching are essential for invisible seams.
LIVE EDGE BLEND VISUALIZER — MOVE CURSOR OVER CANVAS
Overlap Width140px
Gamma Curve2.2
Black Level8
Blend Softness60%
R Gain Left1.00
G Gain Left1.00
B Gain Left1.00
Gamma Exp2.2
4-PROJECTOR TILED ARRAY WITH BLEND ZONES
§ 06 — GEOMETRY CORRECTION
Structured Light Calibration
Gray code patterns projected onto surfaces decode pixel-perfect correspondences between projector and camera spaces. The resulting warp mesh corrects for architectural surface irregularities at sub-pixel accuracy.
GRAY CODE PATTERN SEQUENCE
DECODED CORRESPONDENCE MAP
WARP MESH CORRECTION GRID
CALIBRATION METRICS
Reprojection Error
0.4 px
Correspondence Coverage
97.2%
Geometric Distortion
-0.3 %
Color Delta E
ΔE 1.2
Frame Sync Accuracy
±0.1 ms
§ 07 — GENERATIVE PROJECTION
Real-Time Generative Content
TouchDesigner, VVVV, and Processing drive real-time generative visuals via Spout/Syphon into projection mapping engines. Particle systems, shader fields, and data visualizations are warped onto architectural surfaces live.
PARTICLE SYSTEM → SURFACE MAPPED — MOVE CURSOR
SHADER FIELD (DOMAIN WARPING)
OSC PARAMETER STREAM
Particle Count200
Life Span80
Force Field0.40
Color Shift300°
Warp Intensity50%
Noise Scale60
Time Speed0.60
Blend ModeADD
§ 08 — PRACTITIONERS
Artists & Studios
The vanguard of architectural projection — from site-specific light sculpture to real-time generative mapping on stadium-scale facades.
§ 09 — GLOSSARY
Projection Mapping Lexicon
Core vocabulary for projection mapping design, calibration, and production engineering.