VIOSO 6
Exaplay Documentation
  • Welcome to VIOSO 6
  • Changelog and Version History
  • System Preparation
    • Operating System
      • Visual Studio Runtime
      • DirectX Runtime
    • Graphics cards
      • Display Adaptors
      • NVIDIA RTX/Quadro Setup
        • Find and install NVIDIA Drivers
        • EDID Emulation
        • 3D Settings for video playback
        • NVIDIA Mosaic
        • Output Synchronization
      • Others/onBoard GPUs
      • Expanders
    • Network
      • setup a network of fixed IPs
      • firewall configuration
      • camera network
      • remote access via LAN and internet
      • Network settings in VIOSO 6
    • Camera
      • Webcams
      • VIOSO Camera kits
        • Configuring Daheng Cameras
        • Configuring HIK Vision Cameras
        • Configuring IDS Imaging Cameras
      • SLR Cameras via USB connection
      • Other IP-cameras (IP, cctv etc)
    • Projectors
      • Blacklevel explained
    • Deploy VIOSO 6
      • Licensing
        • License information
        • Demo License
        • License Activation
        • License Transfer
        • Maintenance
      • First Init & Autostart
      • Updating VIOSO 6
  • Getting Started
    • Testpattern
    • Project Mode vs. Free Mode
    • Free Mode
      • Multiclient Configuration (Abstract Displays)
      • 3D Model Handling
    • Project Mode
      • Project Creation
      • Designer
  • Calibration
    • Scanning
      • Device Selection
      • Camera adjustment
        • Webcams / DirectShow devices
        • Using Daheng Cameras within VIOSO 6
        • Using HIK Vision Cameras within VIOSO 6
        • Camera Masking (Region of interest)
      • Projector masking
      • Scanning projectors
      • Scan Result
    • Content Mapping
      • 3D Mapping
        • 3D Mapping parameters
        • 3D Mapping in Freemode
      • 2D Warp
    • Blending & Global Adjustments
    • Adjust Projectors
  • USING CALIBRATIONS
    • Integrated Videoplayer
    • Export to Exaplay
    • Export to any application
    • Desktop Embedding
    • Real-time Engines
      • Unity3D
      • Unreal Engine
        • UE Examples & Sample files
      • MiddleVR
      • Techviz
    • VIOSO WarpBlend API
      • VIOSOWarpBlend.ini Reference
  • STEP BY STEP GUIDES
    • Calibration for common media servers
      • AV Stumpfl Pixera
        • Pixera v.2
          • Project Mode Walkthrough
          • Free Mode Walkthrough
        • Pixera v.1
      • Dataton Watchout
        • Watchout v.7
        • Watchout v.6
      • Ioversal Vertex
      • 7th Sense Delta Server
      • Christie Pandoras Box
      • Derivative TouchDesigner
      • BrightSign
  • Typical Calibration Workflows
    • Immersive Rooms (free mode)
    • Cylindrical Panorama with fisheye camera (project mode)
    • 3D calibration in VIOSO 6 free mode
  • References
    • Command Line Reference
    • Remote Control Reference
    • Export Automation Reference
    • Scripting for VIOSO applications
  • Tools
    • Configure Mosaic
  • Knowledgebase
    • FAQ
Powered by GitBook
On this page
  • 1. In VIOSO software
  • 2. In Unreal Engine
  • 3. Notes & Troubleshooting
Export as PDF
  1. USING CALIBRATIONS
  2. Real-time Engines

Unreal Engine

Integration to nDisplay

PreviousUnity3DNextUE Examples & Sample files

Last updated 7 months ago

This section provides a guideline on how to integrate VIOSO calibration data into Unreal.

Unreal Engine uses for distributing and synchronizing content over multiple displays and servers. It can use VIOSO’s calibration data through the MPCDI or .VWF data formats.

Workflow in the steps below:

1. In VIOSO software

Perform a camera based 3D calibration with VIOSO 6 SIM or Anyblend VR&SIM (version 5.1.7 or later). You can use either: or

NDisplay can read VWF (3D/2D) or VESA MPCDI v2 3D formats. The difference between both formats is explained in section .

From the menu bar, go to File > Export Mapping:

  • Select your compound display.

  • Select the VWF or VESA MPCDI v2 format.

  • Make sure the 3D box is checked, and for mpcdi set Blend Bit depth to Grey8 or Grey16

  • Choose a file name and path.

  • Click on Export.

– For mpcdi: the export will be a folder containing an XML document along with a set of PFM files for geometry and their respective blending masks as PNGs.

– For vwf: the export will be a VIOSO format file containing several mappings or a set of files containing one mapping each. You can preview vwf files in Windows with a tool installed by default with the VIOSO software: C:\Program Files\VIOSO6\Shared tools\VIOSO_CalibAssign64.exe

2. In Unreal Engine

2.1 versions 4.27.x – 5

a. Workflow

The integration of the calibration files is done through the Projection Policy of the nDisplay viewport.

The configuration parameters are detailed in the table below:

Type
Parameter
Description

VIOSO

VIOSO type

  1. Explicit VWF: reference directly the calibration file (.vwf) exported from VIOSO

VIOSO

file

  1. vwf: calibration file exported from the VIOSO software.

VIOSO

Units in Meter

The units of the 3D model used in the VIOSO calibration. By default VIOSO’s own models are inmilliliters, so units in meter = 1000

VIOSO

Calib index

Index of the mapping inside the calibration file, in case several projectors are exported to a single file

VIOSO

origin

The ID of a [scene_node] that defines the origin for the projection screen. This maps the frame of reference defined in the calibration to the virtual space in your Unreal Engine Level. Defaults to the origin of the 3D model used in the VIOSO calibration. You can use this node as an offset to position the projection screen in the 3D scene.

VIOSO

Enable Preview

Renders the VWF mesh in the editor viewport preview.

MPCDI

pfm

Geometry file exported in the VIOSO mpcdi folder

MPCDI

png

Blending file exported in the VIOSO mpcdi folder

VIOSO / MPCDI

View Origin

Origin of the viewing frustum. You can use this as an eyepoint node, to allow static/dynamic perspective correction.

b. Example Configurations

2.2 versions 4.24 – 4.26

3. Notes & Troubleshooting

  • Make sure all paths and file names of your configuration contain no spaces.

  • Carefully verify the syntax of your .cfg /.nDisplay file. A single typo may cause the application to crash at start-up.

  • Check the log files generated in [YourBuildPath]\nDisplay\Saved\Logs to monitor the events and errors of the application.

  • Make sure that the Windows account you intend to use on the master computer has administrative rights on all computers you will use in the nDisplay network.

  • Make sure that all computers you want to use in the nDisplay network can receive TCP/IP communications over ports 41000, 41001, 41002, and 41003.

  • Eyepoint Position: you can define the initial eyepoint position relative to your 3D model center by adding an “origin” param in the projection definition (MPCDI or VIOSO) and then defining its coordinates in a [scene node]. This origin is relative to the center of the 3D model used for the calibration and expressed in UE coordinate system.

  • MPCDI vs VWF formats:

VIOSO also has a native integration into nDisplay (UE v4.26+), allowing you to use the (.vwf) export format instead of MPCDI in the projection policy. This table summarizes the main differences and advantages of choosing between the two formats:

.mpcdi

.vwf

Unreal versions

v4.24 and later

v4.26 and later

DirectX12 support

✓

beta

Mesh preview inside Unreal Engine

✓

x available from v5.3.1+

Calibration Type

3D only

2D & 3D available from v5.3.1+

Color Adjustment, RGB blending/matching

x

✓

Overshoot masking

must manually draw masks

automatically masked from the warping result

Alpha/Gamma Blending factor

adjustable in the nDisplay config file Recommended=2

adjustable in the VIOSO export window Recommended=2

First you need to setup your project and have it up and running on all clusters and displays. Then, switch the projection policy of each target viewport to type= VIOSO or MPCDI. You can do this either through the user interface or by editing the (.ndisplay), (.cfg).

VIOSO: reference the standard API configuration file:

ini file: API configuration file with extra parameters:

For v4.26 and older versions of Unreal, you can .

3D config Editor
configuration files
Find here example files for VIOSO calibrations (v4.27 & v5)
find here the old helpdesk guide
nDisplay
Free mode
project mode (3D mapping)
1. In VIOSO software
2. In Unreal Engine
2.1 versions 4.27.x – 5
2.2 versions 4.24 – 4.26
3. Notes & Troubleshooting
3. Notes & Troubleshooting
VIOSOWarpBlend.ini
VIOSOWarpBlend.ini