Author's note: This article was written as an assignment for DEA2510: History of Design Futures, a class taught by Chad Randl for the College of Human Ecology at Cornell University. This makes it a little more constrained to the deliverables of a prompt as opposed to natural paths of inquiry. It seeks to reflect on an innovation of a predictive nature presented between 1985 and 2005 and trace the development following that prediction to the present, in this case tracing Michael Naimark's 1984 “Spatial Correspondence in Motion Picture Display”. The subject of spatial augmented reality is a hot topic within contemporary themed entertainment, and as such I felt it is worth including on this site. I do not claim for this history to be comprehensive, rather I find that its value is in its focus on the trajectory of Naimark's ideas, specifically.
Spatial augmented
reality, more commonly known by its commercial name “projection mapping”, is
the practice of integrating synthetic information onto the real environment,
generally through film or video projection onto complex surfaces (Bimber and
Raskar, 2005). The technology is the product of an intersection of the larger
histories of film projection and virtual reality but has split to become a
separate technology in its own right (Jones, n.d.). This paper will examine the
earliest theorized example of spatial augmented reality, Michael Naimark’s
“Spatial Correspondence in Motion Picture Display”, as well as the trajectory of
the technology’s development compared to Naimark’s predictions for its future.
The first instance
of spatial augmented reality onto a surface more complex than simply flat or
spherical was in 1969 with the opening of the Haunted Mansion attraction in
Disneyland, California. Sixteen-millimeter film was projected onto blank
tombstone busts in a graveyard setting, making the busts appear to be living
faces singing along to the theme song of the ride (Jones, n.d.). The practice
was not truly theorized until 1984, however, with the publication of Naimark’s
“Spatial Correspondence in Motion Picture Display” in the SPIE Conference
Proceedings. Based on his experiences in the production of the film
installation piece “Displacements”, Naimark details how spatial augmented
reality could be used to make “moving movies”, where movie projectors move
around a space while projecting in a similar manner as movie cameras do while
filming. In “Displacements”, Naimark created a moving projector system on a set
of an archetypal American home that had been spray-painted white to act as a
relief screen (Naimark, n.d). The result is a three-dimensional film experience
that integrates the nature of the projection space into the film itself (see
Fig. 1).
Figure 1. Michael
Naimark’s “Displacements”, in which a narrative is projected onto a
three-dimensional set via a moving projector (Today and Tomorrow, 2008).
three-dimensional set via a moving projector (Today and Tomorrow, 2008).
Naimark describes in
the paper his prediction for the future of the film experience, where “the
ultimate media room will be indistinguishable from ‘reality’”. He describes how
a “video flashlight” would bring a level of interactivity to the moving
projector, where the user “decides what to see” by pointing the device to see
the film projected onto the environment before him. The device, essentially a
handheld projector, would relay movement and directional information to a
computer housing a three-dimensional film world calibrated with the environment
around the user. Essentially, the device would understand what the viewer is
looking at and project the corresponding part of the film world onto that
space. “The viewer IS the camera operator,” Naimark writes, “it is an
interactive system”. For Naimark, spatial augmented reality is the key towards
film progressing past a passive two-dimensional experience into an interactive
three-dimensional one.
Following Naimark’s
predictions, the trajectory of projection mapping split into two
technologically different paths: fixed-position projectors and mobile
projectors. The design questions inherent in the mobility problem make these
two paths fundamentally separate, with the former playing a role in entertainment
settings and the latter finding uses in varied industrial and professional
fields. Though the development of the latter tends to align closer with Naimark’s
“video flashlight” system, the former is more relevant to the evaluation of his
predictions given their frequency of use in entertainment, Naimark’s field of
interest.
The first historical
node that would define the use of fixed-projector spatial augmented reality was
the patenting of “Apparatus and method for projection upon a three-dimensional
object” by Marshall Monroe and Willian Redmann for the Walt Disney Company (U.S.
Patent No. 5,325,473, 1994). What differentiated Monroe and Redmann’s method
from Naimark’s was the inclusion of a user-controlled sensor system that
generated input data affecting the projection display. The patent describes a
scenario where the user uses a special paintbrush that, when pointed at the
complex shape being projected upon, could signal the projector to “paint” the
shape on cue with the user’s movements (see Fig. 2). Rather than Naimark’s
movable “video flashlight” illuminating pre-recorded footage, Monroe and
Redmann’s system uses the projection space itself as the site of interactivity.
Despite the novelty of interactivity in Monroe and Redmann’s system, there was still the central problem of how to accurately illuminate a three-dimensional object. Where the Disney patent was able to correct problems of distortion produced with two-dimensional projection on three-dimensional objects, it was unable to do so from beyond a single known user perspective. The answer to this problem would come in 2001 with Ramesh Raskar’s “Shader Lamps”. Working with a team at UNC Chapel Hill, Raskar produced a model in which several projectors could be arranged around a highly complex object as to render its surface completely, treating illumination “basically as a 3D perspective projection from a lamp” (see Fig. 3). This innovation allowed for pronounced realism and new scales through which to use the technology, its users no longer relegated to a single point of perspective (Raskar et.al, 2001).
Figure 2. Monroe and
Redmann’s interactive projection system for Disney. Note the user’s
“paintbrush” pointed at the object of projection (U.S. Patent No. 5,325,473, 1994).
“paintbrush” pointed at the object of projection (U.S. Patent No. 5,325,473, 1994).
Figure 3. Raskar’s
“Shader Lamps”. The top left image is a model with normal illumination,
while the bottom right is with 3D perspective illumination (Raskar et.al, 2001).
while the bottom right is with 3D perspective illumination (Raskar et.al, 2001).
It would be
through the work of Monroe and Redmann and Raskar that the contemporary form of
fixed-projector spatial augmented reality would reach its current
sophistication. Though various researchers have improved the technologies in
the time since their publishing, the elements of Monroe and Redmann’s
user-directed interactivity and Raskar’s three-dimensional illumination compose
the basic building blocks of contemporary use. Because of the high installment
costs of fixed-projectors, unprecedented scale of projection via Raskar’s
“Shader Lamp” technique, and the power of the Disney Company in setting
precedent in the entertainment industries, the most common use of
fixed-projector spatial augmented reality is in entertainment. Examples include
the “Seven Dwarfs Mine Train” at Disney’s Magic Kingdom, in which robotic
characters have facial expressions projected upon them in coordination with
their movements; Box, a film by Bot
& Dolly that uses projection mapping in conjunction with robotic arms to
create visual effects without post-production; and Lighting the Sails, a video projection project by Urban Screen onto
the Sydney Opera House’s iconic “shells” (see Fig. 4, 5, and 6, respectively).
Figure 4. The “Seven
Dwarfs Mine Train” at Disney’s Magic Kingdom in Florida. The face of the animatronic
pictured is completely projection-rendered via spatial augmented reality (Stroshane, n.d.)
pictured is completely projection-rendered via spatial augmented reality (Stroshane, n.d.)
Figure 5. Screenshot
of Box, a short film by Bot &
Dolly. The brightly textured rectangles in the
foreground are rendered via spatial augmented reality (The Creators Project Team, 2013).
foreground are rendered via spatial augmented reality (The Creators Project Team, 2013).
Figure 6. Lighting the Sails by Urban Screen, a
projection mapping project on the Sydney Opera House.
The show is animated to make the building’s iconic “shells” change in color and texture (Urban Screen, 2012).
The show is animated to make the building’s iconic “shells” change in color and texture (Urban Screen, 2012).
The development of
mobile spatial augmented reality has yielded significantly different uses.
Raskar’s early work at UNC Chapel Hill on “The Office of the Future” (1998)
used fixed but pivoting projectors to project a workspace computer interface
onto irregular surfaces (see Fig. 7). The caveat to their work, that correct
perspective relies on the user being in a fixed, known position, would push
Raskar to explore mobile projectors as an alternative. In 2003 he developed the
“iLamp” with a team at the Mitsubishi Electric Research Lab, a portable,
environment-aware projector that individually is shape-adaptive and
object-recognizing and collectively can interact with other projectors to form
a single image without manual calibration (Raskar et.al, 2003). In 2004, he
presented a refined version for specific industrial uses, working again with a
Mitsubishi Electric team to develop “RFIG Lamps” (Raskar et.al, 2004). These
handheld projectors can sense wireless tags in their environment and process
data related to those tags in their visual output (see Fig. 8). These mobile
technologies have significantly lower instillation costs than their fixed
counterparts due to differences in the scale of projections, and as such they
often tend towards industrial and professional uses.
Figure 7. Raskar’s
“Office of the Future”, in which multiple overhead projectors transform a
irregular surface into a workspace. Note that the viewer must sit in an exact location to prevent distortion (Raskar et.al, 1998).
irregular surface into a workspace. Note that the viewer must sit in an exact location to prevent distortion (Raskar et.al, 1998).
Figure 8. Raskar’s
“RFIG Lamps” in a warehouse scenario, where wireless tags within boxes relay
information to the handheld projectors,
allowing them to visually describe the otherwise-unmarked boxes by coded characteristics (Raskar et.al, 2004).
allowing them to visually describe the otherwise-unmarked boxes by coded characteristics (Raskar et.al, 2004).
What is
particularly interesting about this dual chronology of development is that both
incorporate elements of Naimark’s original predictions. His claims of a new
interactive and immersive film experience are best seen in the development of
fixed-projection spatial augmented reality, which allows for a scale more
attractive for themed entertainment and cultural events. His ideas of a “video
flashlight” have not appeared in this fixed-projector chronology but rather in
that of mobile projector spatial augmented reality, where examples like
Raskar’s “Office of the Future” and “RFIG Lamps” demonstrate how the economy of
mobile projectors have potential within more corporate and industrial
environments. Thus, though both his “immersive entertainment” focus and “video
flashlight” system can be seen in contemporary uses of spatial augmented
reality, the distinctions between fixed and mobile projectors and their
diverging narratives of development qualify Naimark’s predictions
significantly. Nevertheless, the true value of Naimark’s work is in his astute
awareness of the avenues in which the technology could progress, and the
influence of his insights is visible in works of spatial augmented reality
today.
_____________________________________________________________________________
Works Cited
Bimber, O. and
Raskar, R. (2005). Spatial Augmented
Reality: Merging Real and Virtual Worlds. Wellesley, Massachusetts: A K
Peters.
The Creators
Project Team (2013, September 24). “[Video Premiere] Projection Mapping and
Robots Combine in Bot & Dolly’s New Film.” Vice.com. Retrieved from
http://thecreatorsproject.vice.com/blog/video-exclusive-bot--dollys-the-box-unpacks-a-radically-new-design-concept
Jones, B. (n.d.).
“The Illustrated History of Projection Mapping.” Projection Mapping Central. Retrieved from http://projection-mapping.org/the-history-of-projection-mapping/
Monroe, M. and
Redmann, W. (1994). U.S. Patent No.
5,325,473. Washington, DC: U.S. Patent and Trademark Office. Retrieved from
http://www.google.com/patents/US5325473
Naimark, M.
(n.d.). “Displacements 1980-84/2005.” Retrieved from http://www.naimark.net/projects/displacements.html
Naimark, M.
(1984). “Spatial Correspondence in Motion Picture Display.” SPIE Proceedings, 462. Retrieved from
http://www.naimark.net/writing/spatcorr.pdf
Raskar, R.,
Welch, G., Cutts, M., Lake, A., Stesin, L., and Fuchs, H. (1998). “The Office
of the Future: A Unified Approach to Image-Based Modeling and Spatially
Immersive Displays.” COMPUTER GRAPHICS
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Raskar, R.,
Welch, G., Low, K., and Bandyopadhyay, D. (2001). “Shader Lamps: Animating Real
Objects with Image-Based Illumination.” 12th
Eurographics Workshop on Rendering. Retrieved from
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Geometrically Aware and Self-Configuring Projectors.” ACM SIGGRAPH 2003 Conference Proceedings. Retrieved from
http://web.media.mit.edu/%7Eraskar/ Sig03/raskarILampsSiggraph03.pdf
Raskar, R.,
Beardsley, P., van Baar, J., Wang, Y., Dietz, P., Lee, J., Leigh, D., and
Wilwacher, T. (2004). “RFIG Lamps: Interacting with a Self-Decribing World via
Photosensing Wireless Tags and Projectors.” SIGGRAPH
2004 Conference Proceedings. Retrieved from
http://web.media.mit.edu/%7Eraskar/Sig04/raskarRfigLampsSiggraph04.pdf
Stroshane, M.
(n.d.). [Photograph of animatronic projection in Seven Dwarfs Mine Train].
Retrieved from http://www.wftv.com/gallery/entertainment/seven-dwarfs-mine-train-magic-kingdom/gCKZy/#5190372
Today and
Tomorrow (2008, May 28). “Displacements”. Retrieved from
http://www.todayandtomorrow.net/2008/05/28/displacements/
Urban Screen
(2012). “Sydney Opera: Lighting the Sails”. Retrieved from
http://www.urbanscreen.com/lightning-the-sails/
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