Efficient Image Generation for Multiprojector and Multisurface Displays Ramesh Raskar, Matt Cutts, Greg Welch, Wolfgang Stüerzlinger Department of Computer Science, University of North Carolina at Chapel Hill, Chapel Hill, NC 27599, U.S.A. Abstract. We describe an efficient approach to rendering a perspectively correct image for a single eye point, on a potentially irregular display surface that is illuminated with one or more distinct devices, each with its own center of projection. Example applications include projector-based systems with multiple planar or irregular display surfaces, dome display systems, tiled multiple-projector systems, and wide-field-of-view head-mount systems using multiple display devices per eye. We use projective textures in a two-pass image-based approach. We first conventionally render an image of the desired graphics model. We then project that image as a texture onto a model of the display surface, and re-render the textured display surface model from the viewpoint of each display device. The approach, which effectively scales with the complexity of the display surface, can substantially reduce the overall rendering time, and under some circumstances can even obviate the need for additional high-powered image- generators. 1. Introduction Along with ongoing increases in rendering power comes renewed hope for wide- field-of-view and high-resolution displays for an increased sense of immersion and improved visualization. Higher resolution can be achieved by juxtaposing multiple display devices, e.g., tiled projector systems and tiled head-mounted displays. A wider field of view can be achieved by increasing the dimensions of the display surface. However under typical circumstances a single planar display surface (device) cannot be used to cover a wide angular field of view. The problem is that the extreme ends of the display surface will suffer from pixel stretching or blurring, potentially reduced light, and poor reflectance/transmission behavior. The common solution is to use curved or multi-planar surfaces that surround the viewer. In such circumstances the traditional approach to rendering would be to employ multiple image generators; and/or to perform a distinct scene traversal for each planar display surface; and/or to implement non-linear 3D geometry warping. Another situation with similar or worse complexities involves projecting images onto every- day surfaces as envisioned in the office of the future in [Cutts98]. When the shape of the display device's framebuffer is not the same as the shape of the display surface on