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Efficient Rendering for Light Field Displays using Tailored Projective Mappings

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Efficient Rendering for Light Field Displays using Tailored Projective Mappings

ThumbnailLightFieldDisplaysI3D

About using our code

  • You do not need a light field display to run our code.
  • You can add in your specific display calibration values per hand in lightfield.h -> Lightfield::setLightfieldParameters() if you do have a light field display. For the Looking Glass these can be found under /LKG_calibration/visual.json
  • You can toggle between our algorithm and the standard procedure by pressing T. Our algorithm is the default.
  • You can move the window to the light field display and back by pressing M. If you don't have a light field display, you can still view the interlaced image on your monitor and pressing M doubles the size of the displayed image.
  • You can view timers and debug information like the individual textures by pressing F1.
  • To take a screenshot, press the enter key. The screenshot can then be found in the same folder as the .exe

Build instructions Windows

Download and unzip the code from Github. Open the unzipped folder as a new project in Visual Studio. You will need to have Desktop development with C++ and CMake-tools for Windows installed for Visual Studio. CMake configure and generate should automatically run in the console. After successful configuration, select the build target lfd_rendering.exe and click on the green arrow to build and run the program.

Build instructions Linux

Download and unzip the code from Github. Build and run the program with CMake.

Install dependencies

apt-get install -y build-essential libx11-dev xorg-dev libopengl-dev freeglut3-dev cmake
apt-get install -y libassimp-dev # optional, to reduce compile times

Setup and build

mkdir build
cd build
cmake ..
make -j
cd ../src
./lfd_rendering

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