music_.4 cats_. by mizoo @blue_fish_studio / Switzerland_ november 2019 -30
in November 2014, I presented the first mix » music 4 cats « . In 5 years, I had 4806 reads and 135 downloads. November 30, 2019, I gave a sequel to this mix. Here is » music 4 cats 2019 « . Good listening & and purr pretty well….
music_.4cats_.2019
isostatic /. canopy outland 2019 [re:form] /. Tomas Weiss & Mathias Grassow motionfield /. the drift james murray /. toma ian hawgood /. with one eye on the past motionfield /. a clear horizon telefon tel aviv /. i dream of it often isostatic /. woodland wakes arkaean /. ring cairn aurora telefon tel aviv /. arms aloft sraunus /. solana vortexual /. element three sraunus /. arpiaus isostatic /. woodland sleeps
:: _ ::
music_.4 cats_. by mizoo @blue fish studio Switzerland_ november 2019 -30
HISENSE H9 – TV LCD EDGE LED ULTRA-HD 4K 3D PASSIVE ANDROID SMART TV
L’ULTRA-HD 4K apporte 4 fois plus de pixels que le FULL-HD 2K
LE SD (NTSC) 720 x 480 = 345 600 pixels
LE SD (PAL) 720 x 576 = 414 720 pixels
LE HD READY 1K 1280 x 720 = 921 600 pixels
LE FULL-HD 2K 1920 x 1080 = 2 073 600 pixels
L’ULTRA HD 4K 3840 x 2160 = 8 294 400 pixels
L’ULTRA-HD 8K 7680 x 4320 = 33 177 600 pixels
Résolutions
des Supports Vidéo
Sigle
Codage
Résolution
x Définition
(image)
Format
Fréquence
Verticale
DVD PAL
MPEG
2
720
x 576
4/3
(pixel rectangulaire 1.06) ou 16/9 (pixel rectangulaire 1.42)
50
Hz
SD
CREATION 1998
DVD
NTSC
MPEG
2
720
x 480
4/3
(pixel rectangulaire 0.88) ou 16/9 (pixel rectangulaire 1.18)
60
Hz
SD
CREATION 1997
D1/DV PAL
720
x 576
4/3
(pixel rectangulaire 1.06)
50
Hz
SD
D1/DV PAL
720
x 576
16/9
(pixel rectangulaire 1.42)
50
Hz
SD
D1/DV NTSC
720
x 480
4/3
(pixel rectangulaire 0.88)
60
Hz
SD
D1/DV NTSC
720
x 480
16/9
(pixel rectangulaire 1.18)
60
Hz
SD
HDV
1440
x 1080
16/9
(pixel rectangulaire 1.33)
50
Hz
FULL-HD (2K)
BLU-RAY
H.264
1920
x 1080
16/9
(pixel carré)
50
Hz
FULL-HD (2K)
CREATION 2003
BLU-RAY 4K
H.265
3840
x 2160
16/9
(pixel carré)
50
Hz
ULTRA-HD (4K)
CREATION 2015
High Efficiency Video Coding (HEVC) ou AVC/H.265 :
ce nouveau codage offre la qualité HD que l’on connaît, mais pour un débit deux fois moindre.
Ou une qualité Ultra HD pour le débit HD actuel.
Résolutions
du Cinéma Numérique 4K
Salle de cinéma
Sigle
Résolution
x Définition
(image)
Format
Nombre de Pixels
DCI 4K NATIVE
4096
x 2160
1.90
8 847 360
DCI 4 K CINEMASCOPE
4096
x 1714
2.39
7 020 544
DCI 4 K PANAVISION
3996
x 2160
1.85
8 631 360
Profondeur
des couleurs :
Codage
du pixel sur :
Nombre
de nuances de rouge,
de vert et de bleu :
Nombre
de couleurs par pixel :
Nom
:
Spectre visible
par l’oeil
humain
1+1+1=1
bits
2
2
MONOCHROME
2+2+2=6
bits
4
64
CGA
3+3+3=9
bits
8
512
4+4+4=12
bits
16
4096
AMSTRAD CPC,
ATARI ST, EGA
5+5+5=15
bits
32
32768
AMIGA
5+6+5=16
bits
65
536
High
Color
6+6+6=18
bits
64
262144
AMIGA
8+8+8=24
bits
256
16 777 216
True
Color,VGA
Standard
Rec.709
35,9%
10+10+10=30
bits
1024
1 073 741 824
Rec.2020
HDR-10
75,8%
12+12+12=36
bits
4096
68 719 476 000
Rec.2020
HDR-12
Dolby Vision
> 100 %
Les
diffuseurs d’image :
Les
moniteurs 4/3
Diagonale
du tube
en cm (en pouces)
Dimension
image visible en 4/3
(largeur
en cm x hauteur en cm)
Nombre
de pixels
(Largeur x Hauteur)
format
de l’écran
(largeur/hauteur)
Taille
moyenne
du pixel
35
cm (14″)
26
x 20
800
x 600
1.33
0.30
mm
38
cm (15″)
29
x 22
1024
x 768
1.33
0.29
mm
43
cm (17″)
32
x 24
1200
x 900
1.33
0.27
mm
48
cm (19″)
36
x 27
1400
x 1050
1.33
0.26
mm
53
cm (21″)
40.8
x 30.6
1600
x 1200
1.33
0.26
mm
Les
téléviseurs cathodiques, rétroprojecteurs à tubes
4/3 et 16/9
TELEVISEUR CATHODIQUE 16/9 LOEWE
Diagonale
du tube
en cm (en pouces)
Dimension
image visible en 4/3
et 16/9
(largeur
en cm x hauteur en cm)
Nombre
de pixels
(Largeur x Hauteur)
format
de l’écran
(largeur/hauteur)
Taille
moyenne
du pixel
35
cm (14″)
26
x 20 (26
x 15)
330
x 576
4/3
0.6
mm
53
cm (21″)
40.8
x 30.6
(40.8
x 23)
360
x 576
4/3
0.6
mm
63
cm (25″)
47.2
x 35.4
(47.2
x 26.6)
530
x 576
4/3
0.8
mm
73
cm (29″)
54.4
x 40.8
(54.4
x 30.7)
560
x 576
4/3
0.8
mm
82
cm (32″)
64
x 48
(64
x 36.2)
600
x 576
4/3
1.07
mm
90
cm (36″)
70
x 52 (70
x 39)
650
x 576
4/3
1.07
mm
103
cm (41″)
82.4
x 61.8
(82.4 x 46.5)
4/3
117
cm (46″)
93.6
x 70.2
(93.6 x 52.9)
4/3
135
cm (53″)
108
x 81 (108
x 61)
4/3
70
cm (28″)
57
x 32 (42.7
x 32)
530
x 576
16/9
1.07
mm
80
cm (32″)
66.3
x 37.3 (49.7
x 37.3)
630
x 576
16/9
1.07
mm
90
cm (36″)
75
x 42.2 (56.3
x 42.2)
700
x 576
16/9
1.07
mm
102
cm (40″)
88.9
x 50 (88.9
x 50)
16/9
127
cm (50″)
110.7
x 62.3 (110.7
x 62.3)
16/9
Remarque
: les plus grandes diagonales en tube cathodique (CRT) font 102 cm
à cause du poids et de l’encombrement du téléviseur.
Les
téléviseurs LCD et
Plasma 16/9 FULL-HD (2K) / ULTRA-HD (4K)
TELEVISEUR LCD FULL LED 84 POUCES LG 84LM960V CINEMA
3D PASSIVE 16/9 ULTRA HIGH DEFINITION TV
3840 x 2160 PIXELS (ULTRA-HD 4K) (15 000 EUROS)
LE
PLUS GRAND ECRAN LED ULTRA-HD 2160p DU MONDE !
Diagonale
de l’écran
en cm (en pouces)
Dimension
image visible en 16/9
(largeur
en cm x hauteur en cm)
Nombre
de pixels
(Largeur x Hauteur)
format
de l’écran
(largeur/hauteur)
Taille
moyenne
du pixel
81
cm (32″)
71
cm x 40 cm
1920
x 1080
16/9
0.37
mm
94
cm (37″)
82
cm x 46 cm
1920
x 1080
16/9
0.43
mm
102
cm (40″)
89
cm x 50 cm
1920
x 1080
16/9
0.46
mm
102
cm (40″)
89
cm x 50 cm
3840
x 2160
16/9
0.23
mm
107
cm (42″)
93
cm x 52 cm
1920
x 1080
16/9
0.48
mm
107
cm (42″)
93
cm x 52 cm
3840
x 2160
16/9
0.24
mm
119
cm (47″)
103
cm x 58 cm
1920
x 1080
16/9
0.53
mm
124
cm (49″)
108
cm x 61 cm
3840
x 2160
16/9
0.28
mm
127
cm (50″)
111
cm x 62 cm
1920
x 1080
16/9
0.57
mm
132
cm (52″)
115
cm x 65 cm
1920
x 1080
16/9
0.59
mm
140
cm (55″)
122
cm x 69 cm
1920
x 1080
16/9
0.63
mm
140
cm (55″)
122
cm x 69 cm
3840
x 2160
16/9
0.32
mm
152
cm (60″)
132 cm
x 75 cm
1920
x 1080
16/9
0.68
mm
165
cm (65″)
144
cm x 81 cm
1920
x 1080
16/9
0.75
mm
165
cm (65″)
144
cm x 81 cm
3840
x 2160
16/9
0.37
mm
165
cm (65″)
144
cm x 81 cm
7680
x 4320
16/9
0.18 mm
178
cm (70″)
154
cm x 87 cm
1920
x 1080
16/9
0.80
mm
190
cm (75″)
165
cm x 93 cm
3840
x 2160
16/9
0.43
mm
190
cm (75″)
165
cm x 93 cm
7680
x 4320
16/9
0.21
mm
195 cm (77″)
169
cm x 95 cm
3840
x 2160
16/9
0.44
mm
201
cm (79″)
175
cm x 98 cm
3840
x 2160
16/9
0.45
mm
208 cm (82″)
181
cm x 102 cm
3840
x 2160
16/9
0.47
mm
208 cm (82″)
181
cm x 102 cm
7680
x 4320
16/9
0.23
mm
213 cm
(84″)
185
cm x 104 cm
1920
x 1080
16/9
0.96
mm
213
cm (84″)
185
cm x 104 cm
3840
x 2160
16/9
0.48
mm
213 cm (84″)
185
cm x 104 cm
7680
x 4320
16/9
0.24
mm
216 cm (85″)
188
cm x 106 cm
3840
x 2160
16/9
0.49
mm
216 cm (85″)
188
cm x 106 cm
7680
x 4320
16/9
0.24
mm
223 cm (88″)
194
cm x 109 cm
7680
x 4320
16/9
0.25mm
249 cm (98″)
217
cm x 122 cm
3840
x 2160
16/9
0.56
mm
249 cm (98″)
217
cm x 122 cm
7680
x 4320
16/9
0.28
mm
262 cm
(103″)
227
cm x 128 cm
1920
x 1080
16/9
1.18
mm
370 cm (146″)
318 cm x 179 cm
3840
x 2160
16/9
0,83
mm
556 cm (219″)
484 cm x 272 cm
3840
x 2160
16/9
1,26
mm
ECRAN 16/9 233 CM
267 cm
(105″)
233 cm x 131 cm
1280
x 720
16/9
1,82
mm
251cm
(99″)
233 cm x 99 cm
1280
x 544
21/9
1,82
mm
267 cm
(105″)
233 cm x 131 cm
1920 x 1080
16/9
1,2
mm
251cm
(99″)
233 cm x 99 cm
1920 x 817
21/9
1,2
mm
267cm
(105″)
233 cm x 131 cm
3840 x 2160
16/9
0,6
mm
251cm
(99″)
233 cm x 99 cm
3840 x 1634
21/9
0,6
mm
ECRAN 21/9 270 CM
292 cm
(115″)
270 cm x 115 cm
1920 x 817
21/9
1,4
mm
234 cm
(92″)
204
cm x 115 cm
1920 x 1080
16/9
1,06
mm
ECRAN 16/9 270 CM
307 cm
(121″)
270 cm x 151 cm
1920 x 1080
16/9
1,4
mm
292 cm
(115″)
270 cm x 115 cm
1920 x 817
21/9
1,4
mm
307 cm
(121″)
270 cm x 151 cm
3840 x 2160
16/9
0,7
mm
292 cm
(115″)
270 cm x 115 cm
3840 x 1634
21/9
0,7
mm
ECRAN 21/9 280 CM
305 cm
(120″)
280 cm x 119 cm
1920 x 817
21/9
1,4
mm
242 cm
(95″)
211
cm x 119 cm
1920 x 1080
16/9
1,09
mm
ECRAN 16/9 318 CM
370 cm
(146″)
318 cm x 179 cm
3840 x 2160
16/9
0,828
mm
342 cm
(135″)
318
cm x 135 cm
3840 x 1634
21/9
0,828
mm
HISENSE XT910 65 POUCES (165 CM) 3840 x 2160 PIXELS (ULTRA-HD 4K) (2700 EUROS)
DALLE 10 BITS FULL LED LOCAL DIMMING 240 ZONES COMPATIBLE HDR-10, 3D ACTIVE
SONY 65ZD9 65 POUCES (165 CM) 3840 x 2160 PIXELS (ULTRA-HD 4K) (5000 EUROS)
DALLE 10 BITS FULL LED LOCAL DIMMING 600 ZONES PIC LUMINEUX 1800 NITS
COMPATIBLE HDR-10,HLG, DOLBY VISION, 3D ACTIVE
Distance
de recul pour visionner un écran LCD : FULL-HD
ou ULTRA-HD
avec une source ULTRA-HD, FULL-HD ou SD
Le pouvoir de résolution de l’œil est d’environ une minute d’arc (60 secondes d’arc, 0,017°),
soit environ 100 km sur la surface de la Lune vue de la Terre, ou plus
proche de nous, un détail d’environ 1 mm pour un objet ou une image
situé à 3 m de distance.
Le pouvoir séparateur de l’oeil humain est de e=1/3000
radians
soit 0,33 mm à 1 m de distance
soit 1 mm à 3 m de distance
soit 3,3 mm à 10 m de distance
Diagonale
de l’écran
en cm (en pouces)
Dimension
image visible en 16/9
(largeur en cm x hauteur en cm)
Nombre
de pixels
(Largeur x Hauteur)
Distance
de recul optimale
Taille
moyenne
du pixel
81 cm (32″)
71
cm x 40 cm
3840
x 2160 (ULTRA-HD 4K)
0,56
m
0.18
mm
81
cm (32″)
71
cm x 40 cm
1920
x 1080 (FHD)
1,12
m
0.37
mm
81
cm (32″)
71
cm x 40 cm
1366
x 768
1,58 m
0.52
mm
81
cm (32″)
71
cm x 40 cm
720
x 576 (SD)
2,10 m
0.69
mm
94
cm (37″)
82
cm x 46 cm
1920
x 1080 (FHD)
1,30
m
0.43
mm
94
cm (37″)
82
cm x 46 cm
720
x 576 (SD)
2,42
m
0.80
mm
102
cm (40″)
89
cm x 50 cm
3840
x 2160 (ULTRA-HD 4K)
0,69
m
0.23
mm
102
cm (40″)
89
cm x 50 cm
1920
x 1080 (FHD)
1,40
m
0.46
mm
102
cm (40″)
89
cm x 50 cm
720
x 576 (SD)
2,63
m
0.87
mm
107
cm (42″)
93
cm x 52 cm
3840
x 2160 (ULTRA-HD 4K)
0,73
m
0.24
mm
107
cm (42″)
93
cm x 52 cm
1920
x 1080 (FHD)
1,45
m
0.48
mm
107
cm (42″)
93
cm x 52 cm
720
x 576 (SD)
2,73
m
0.90
mm
119
cm (47″)
103
cm x 58 cm
1920
x 1080 (FHD)
1,62
m
0.53
mm
119
cm (47″)
103
cm x 58 cm
720
x 576 (SD)
3,05
m
1
mm
124
cm (49″)
108
cm x 61 cm
3840
x 2160 (ULTRA-HD 4K)
0,85
m
0.28
mm
124
cm (49″)
108
cm x 61 cm
1920
x 1080 (FHD)
1,69
m
0.56
mm
124
cm (49″)
108
cm x 61 cm
720
x 576 (SD)
3,21
m
1.06
mm
127
cm (50″)
111
cm x 62 cm
1920
x 1080 (FHD)
1,73
m
0.57
mm
127
cm (50″)
111
cm x 62 cm
720
x 576 (SD)
3,26
m
1.08
mm
132
cm (52″)
115
cm x 65 cm
1920
x 1080 (HD)
1,82
m
0.60
mm
132
cm (52″)
115
cm x 65 cm
720
x 576 (SD)
3,42
m
1.13
mm
140
cm (55″)
122
cm x 69 cm
3840
x 2160 (ULTRA-HD 4K)
0,97
m
0.31
mm
140
cm (55″)
122
cm x 69 cm
1920
x 1080 (FHD)
1,94
m
0.64
mm
140
cm (55″)
122
cm x 69 cm
720
x 576 (SD)
3,63
m
1.20
mm
152
cm (60″)
132
cm x 75 cm
1920
x 1080 (FHD)
2,10
m
0.69
mm
152
cm (60″)
132
cm x 75 cm
720
x 576 (SD)
3,94
m
1.30
mm
165
cm (65″)
144
cm x 81 cm
7680
x 4320 (ULTRA-HD 8K)
0,57
m
0.18
mm
165
cm (65″)
144
cm x 81 cm
3840
x 2160 (ULTRA-HD 4K)
1,13
m
0.37
mm
165
cm (65″)
144
cm x 81 cm
1920
x 1080 (FHD)
2,27
m
0.75
mm
165
cm (65″)
144
cm x 81 cm
720
x 576 (SD)
4,26
m
1.40
mm
178
cm (70″)
154
cm x 87 cm
1920
x 1080 (FHD)
2,43
m
0.80
mm
178
cm (70″)
154
cm x 87 cm
720
x 576 (SD)
4,56
m
1.50
mm
190
cm (75″)
165
cm x 93 cm
7680
x 4320 (ULTRA-HD 8K)
0,63
m
0.21
mm
190
cm (75″)
165
cm x 93 cm
3840
x 2160 (ULTRA-HD 4K)
1,30
m
0.43
mm
190 cm
(75″)
165
cm x 93 cm
1920
x 1080
(FULL-HD)
2,60
m
0.86
mm
190 cm
(75″)
165
cm x 93 cm
720
x 576 (SD)
4,89
m
1.61
mm
201
cm (79″)
175
cm x 98 cm
3840
x 2160 (ULTRA-HD 4K)
1,36
m
0.45
mm
201
cm (79″)
175
cm x 98 cm
1920
x 1080 (FHD)
2,76
m
0.91
mm
201
cm (79″)
175
cm x 98 cm
720
x 576 (SD)
5,15
m
1.70
mm
203
cm (80″)
177
cm x 100 cm
1920
x 1080 (FHD)
2,79
m
0.92
mm
203
cm (80″)
177
cm x 100 cm
720
x 576 (SD)
5,24
m
1.73
mm
213
cm (84″)
185
cm x 104 cm
7680
x 4320 (ULTRA-HD 8K)
0,72
m
0.24
mm
213
cm (84″)
185
cm x 104 cm
3840
x 2160 (ULTRA-HD 4K)
1,45
m
0.48
mm
213 cm
(84″)
185
cm x 104 cm
1920
x 1080
(FULL-HD)
2,90
m
0.96
mm
213 cm
(84″)
185
cm x 104 cm
720
x 576 (SD)
5,48
m
1.80
mm
249
cm (98″)
217
cm x 122 cm
7680
x 4320 (ULTRA-HD 8K)
0,84
m
0.28
mm
249
cm (98″)
217
cm x 122 cm
3840
x 2160 (ULTRA-HD 4K)
1,70
m
0.56
mm
249 cm
(98″)
217
cm x 122 cm
1920
x 1080
(FULL-HD)
2,90
m
1.13
mm
249 cm
(98″)
217
cm x 122 cm
720
x 576 (SD)
5,48
m
2.12
mm
262
cm (103″)
227
cm x 128 cm
3840
x 2160 (FHD)
1,79m
0,59
mm
262
cm (103″)
227
cm x 128 cm
1920
x 1080 (FHD)
3,58m
1.18
mm
262
cm (103″)
227
cm x 128 cm
720
x 576 (SD)
6,72
m
2.21
mm
SANYO PLZ4 HD READY 720P ECRAN 16/9
ECRAN 233 CM DE BASE
267
cm (105″)
233 cm x 131 cm
1280
x 720 (HD)
5,50
m
1,82
mm
251cm
(99″)
233 cm x 99 cm
1280
x 544 (21/9)
5,50
m
1,82
mm
JVC DLA N5 ECRAN 16/9
ECRAN 233 CM DE BASE
267 cm (105″)
233 cm x 131 cm
1920
x 1080 (FHD)
3,63
m
1,2
mm
251cm
(99″)
233 cm x 99 cm
1920
x 817 (21/9)
3,63
m
1,2
mm
267 cm (105″)
233 cm x 131cm
3840
x 2160 (ULTRA-HD 4K)
1,80
m
0,6
mm
251cm
(99″)
233 cm x 99 cm
3840
x 1634 (21/9)
1,80
m
0,6
mm
JVC DLA N5 / SONY VPL-VW270ES ECRAN SCOPE 21/9
ECRAN 270 CM DE BASE ECRAN SCOPE 21/9
292 cm
(115″)
270 cm x 115 cm
1920
x 817 (21/9)
4,20
m
1,4
mm
234 cm
(92″)
204 cm x 115 cm
1920
x 1080 (16/9)
3,18
m
1,06
mm
292 cm
(115″)
270 cm x 115 cm
3840
x 1634 (21/9)
2,11
m
0,7
mm
234 cm
(92″)
204 cm x 115 cm
3840
x 2160 (16/9)
1,59
m
0,53 mm
ECRAN 270 CM DE BASE 16/9
308 cm
(121″)
270 cm x 151 cm
1920
x 1080 (16/9)
4,20
m
1,4
mm
308 cm
(121″)
270 cm x 151 cm
3840
x 2160 (16/9)
2,11
m
0,7
mm
ECRAN 280 CM DE BASE ECRAN SCOPE 21/9
305 cm
(120″)
280 cm x 119 cm
1920
x 817 (21/9)
4,20
m
1,4
mm
242 cm
(95″)
211 cm x 119 cm
1920
x 1080 (16/9)
3,30
m
1,09
mm
305 cm
(120″)
280 cm x 119 cm
3840
x 1634 (21/9)
2,21
m
0,73
mm
242 cm
(95″)
211 cm x 119 cm
3840
x 2160 (16/9)
1,66
m
0,55mm
SAMSUNG THE WALL ULTRA-HD 4K ECRAN 16/9
190 cm (75″)
165
cm x 93 cm
3840
x 2160 (16/9)
1,30
m
0.43
mm
213
cm (84″)
185
cm x 104 cm
3840
x 2160 (ULTRA-HD 4K)
1,45
m
0.48
mm
370 cm (146″)
318 cm x 179 cm
3840
x 2160 (16/9)
2,50
m
0,828
mm
342 cm (135″)
318 cm x 135 cm
3840
x 1634 (21/9)
2,50
m
0,828
mm
556 cm (219″)
484 cm x 272 cm
3840
x 2160 (16/9)
2,50
m
1,26
mm
ECRAN MICROLED SAMSUNG
146 POUCES 16/9 ULTRA-HD 4K
LE
PLUS GRAND ECRAN MICROLED DU MONDE !
ECRAN PLASMA PANASONIC
103 POUCES 16/9 FULL-HD 2K (59 000 EUROS)
LE
PLUS GRAND ECRAN PLASMA DU MONDE !
Distance
de recul pour visionner un écran LCD FULL-HD 21/9 EME
avec une source FULL-HD
TELEVISEUR LCD LG ULTRA-HD 5K INCURVEE 105 POUCES
21/9EME CINEMASCOPE (5120 x 2160 PIXELS) (LG 105UB9)
Diagonale
de l’écran
en cm (en pouces)
Dimension
image visible en 16/9
(largeur en cm x hauteur en cm)
Nombre
de pixels
(Largeur x Hauteur)
Distance
de recul optimale
Taille
moyenne
du pixel
127
cm (50″)
117
cm x 50 cm
2560
x 1080 (HD)
1,38
m
0.45
mm
127
cm (50″)
117
cm x 50 cm
1344
x 576
(SD)
2,64
m
0.87
mm
147
cm (58″)
135
cm x 58 cm
2560
x 1080 (HD)
1,60
m
0.53
mm
147
cm (58″)
135
cm x 58 cm
1344
x 576
(SD)
3,04
m
1.00
mm
267
cm (105″)
245
cm x 105 cm
1344
x 576
(SD)
5,51
m
1.82
mm
267
cm (105″)
245
cm x 105 cm
2560
x 1080 (HD)
2,97
m
0.97
mm
267
cm (105″)
245
cm x 105 cm
5120
x 2160 (ULTRA-HD 5K)
1,45
m
0.48
mm
TELEVISEUR LCD PHILIPS 50 POUCES 21/9
2560 x 1080 pixels FULL-HD 2,5K 3D PASSIVE (1400 EUROS)
L’ECRAN CINEMASCOPE PAR PHILIPS !
LES DIFFERENTS
FORMATS DE DIFFUSION DE L’IMAGE
FORMAT = Rapport largeur de l’image sur hauteur
de l’image
1.33
(ou 4/3) format d’image utilisé par
la télévision
1.37
format d’image cinéma
1.5
(ou 3/2) format d’image utilisé en photo
pellicule 24*36
1.66
format d’image cinéma 35 mm européen
1.77
(ou 16/9) format d’image télévision
1.85
format d’image cinéma PANAVISION film
35 mm
2.35
format d’image cinéma CINEMASCOPE film
70 mm ou 35 mm anamorphosé (21/9)
DIAGONALE :
Avec un format d’écran de 4/3 : Diagonale
de l’image = 5/3 x Hauteur
Avec un format d’écran de 16/9 : Diagonale^2
= 337/81 x Hauteur^2
Avec un format d’écran de 21/9 :
Diagonale^2 = 58/9 x Hauteur^2
FORMULES :
1 POUCE = 2,54 CM
Diagonale^2= Hauteur^2 + Longueur^2
DIAGONALE RECOMMANDEE
POUR UNE
DISTANCE DE VISIONNAGEDE 4,40M
Recommandatons
Résolution
Angle
Distance/Diagonale
Diagonale / Distance
Diagonale
Diagonale
ITU FULL-HD
101,58 pixels / degré
18,9°
2,61
0,38
167 cm
65,8″
Oeil(16,5/10) FULL-HD
100 pixels / degré
19,2°
2,58
0,39
171 cm
67,5″
SMPTE FULL-HD
64 pixels / degré
30°
1,63
0,6
264 cm
104″
Oeil (10/10) FULL-HD
60 pixels / degré
32°
1,575
0,635
279 cm
110″
ITU Ultra-HD
101,58 pixels / degré
36,9°
1,31
0,76
334 cm
131″
Oeil (16,5/10) Ultra-HD
100 pixels / degré
38,4°
1,25
0,8
352 cm
138″
THX
40°
1,2
0,84
370 cm
145″
Exemple SMPTE FULL-HD:
Diagonale d’écran = distance x 0,6
Distance optimale = diagonale d’écran x 1,63
Exemples du choix de la distance de recul suivant le diffuseur :
Distance optimale de recul pour un téléviseur Full-HD 2k 50 » (127 cm) (Oeil 10/10 Full-HD) :
1,575×1,27=2,00 m
Distance optimale de recul pour un téléviseur Ultra-HD 4k 50 » (127 cm) (ITU Ultra-HD) :
1,31×1,27=1,66 m
Distance optimale de recul pour un téléviseur Full-HD 2k 65 » (165 cm) (Oeil 10/10 Full-HD) :
1,575×1,65=2,598 m
Distance optimale de recul pour un téléviseur Ultra-HD 4k 65 » (165 cm) (ITU Ultra-HD) :
1,31×1,65=2.161 m
Distance optimale de recul pour un téléviseur Full-HD 2k 75 » (190 cm) (Oeil 10/10 Full-HD) :
1,575×1,90=2,99 m
Distance optimale de recul pour un téléviseur Ultra-HD 4k 75 » (190 cm) (ITU Ultra-HD) :
1,31×1,90=2,489 m
Distance optimale de recul pour un vidéoprojecteur 2k avec un écran 105 » (267 cm) (Oeil 10/10 Full-HD) : 1,575×2,67=4,205 m
Distance optimale de recul pour un vidéoprojecteur 4k avec un écran 105 » (267 cm) (ITU Ultra-HD) : 1,31×2,67=3,49 m
Distance optimale de recul pour un vidéoprojecteur 2k avec un écran 121 » (308 cm) (Oeil 10/10 Full-HD) : 1,575×3.08=4,851 m
Distance optimale de recul pour un vidéoprojecteur 4k avec un écran 121 » (308 cm) (ITU Ultra-HD) : 1,31×3.08=4,03 m
Distance de recul SMPTE Full-HD (angle de vision 30°) = 1,63125 x base de l’écran = 1,63125 x 2,70 = 4,40 m
Distance de recul THX (angle de vision 40°) = 1,63125 x base de l’écran = 1,4619 x 2,70 = 3,94 m
Video projectors are one of the most important tools for creators of
interactive installations. The information for projectors is available
on various websites, but this 2 part guide will focus on their use in
production and interactive environments. Part 1 will focus on the
projector as hardware(lenses, lumens, surfaces etc), and part 2 will go
into more details on the software and calibration considerations. This
will gather some of that disparate knowledge into the important bits you
need to make informed decisions about creating a high quality
experience.
They vary in scale from pocket-sized (or smaller) pico’s to
refrigerator sized large-venue projectors. They vary in price from a
couple hundred dollars, to a couple hundred thousand dollars. In the
end, however, essentially all projectors can be described as little more
than a bright light element, imaging elements, and a lens. There is
something technical about projectors that seems to mystify some people,
but it is really important to remember that they are just a flashlight
that shoots a square shaped image. In this article we will discuss:
A checklist for planning your installations
Overview of projector types
Different classes of projectors
How to calculate projector intrinsics/How to read and interpret a spec sheet
How to calculate proper brightness
Discussion of video signal quality and cable lengths
Maintenance, Miscellaneous caveats and tricks of the trade
Experimental tech and the future
References and Thanks
Projection Planning Checklist:
Here is a sample checklist that you can go through when planning to
choose a projector for an interactive installation or large event. Each
decision made here has it’s own list of caveats and considerations that
can affect the final outcome. Some of these topics will be covered more
in depth later on:
What is the surface or object you’ll be projecting on?
Standard screen? Front or rear projection?
Fabric or scrim?
What color is the surface?
What are you projecting on? Flat surface or complex geometry? Is it an unusual shape/curved/architectural/sculptural
What is the environment like?
Inside or outside? Daytime or nighttime?
How much ambient light is there? Is it a bright show room, or a dim purpose-lit space? Is there lighting design?
How will you mount or place the projector?
Will the venue allow you to drill into the ceiling?
How will you run cleanly run cables from your command station to the projectors? (More on cable lengths later)
Where are people (or other objects?) going to be in relation to the projectors?
Is there a potential for shadows?
What image size are you trying to achieve?
Visiting the installation space in person is optimal when starting to
plan. A visit will get you the best sense of space, available electrical
outlets, positioning options and the sense of ambient light. Pictures
and CAD drawings of the space are next in line of importance of things
you should obtain for the space, even if you visit it. After that, it’s
up to you if you want to sketch out placement on paper, model their
placement in a 3D rendering, or make a scale diorama.
Onion Skin by Olivier Ratsi [Antivj]
– Re-composition of time and space using perspective
#Overview of Projector Types
There are several different kinds of imaging and illumination methods
used in video projectors, and each type has their own list of pros and
cons. Each technology uses a different combination of light sources,
mirrors, filters and lenses. Below, I’ll briefly explain each type, and
you can check out some links in my sources for further reading:
DLP
This is one of the most commonly used projector types, and they often
provide the most bang for your buck. A big selling point on DLP
technology is that it can display much darker blacks than LCD technology
which is especially helpful for illusions like projection mapping.
There are a few different styles of DLP, Single chip and 3-Chip. In
single chip DLP, a light source is passed through a rapidly spinning
multi-segment color wheel of 3 or more dichroic glass sections (7 or
more color segments is a more « desirable » spec than 3). That light then
bounces off a matrix of electrically controlled microscopic mirrors that
determine the brightness of each individual pixel. The beam then passes
through filters and out through a lens. The timing between the color
wheel and the movement of the mirrors determines the color of the
output.
With DLP projectors, the most noticeable side effect of this imaging
method is a RGB effect that appears when you quickly move your eyes side
to side. You will also notice a subtle rainbow banding effect if you
capture the projection through certain types of cameras, especially CMOS
DSLR’s. You can minimize this effect by adjusting your camera’s shutter
speed to be slower. This banding effect is minimized or non-existent on
3-chip DLP projectors that split the light path in a similar way to how
LCD projectors work so it syncs colors without a color wheel. A 3-chip
DLP is a little more expensive though, and you’ll mostly find it on
cinema projectors and ones with more than 10k lumens.
LCD
There are a couple different LCD technologies for projection, but 3LCD
is probably the most recommended in terms of image quality. With LCD
projection, a light source is bounced through 3 dichroic filters that
turn the white light into precise red/green/blue frequencies. Those
differently colored beams of light then pass through liquid crystal
arrays that turn on and off their pixels and block the different light
patterns to form the image. Those LCD’s are then recombined with a prism
that recombines the 3 colored segments into a single light beam/image
that then passes through a lens. Whew. LCD projection doesn’t have the
rainbow banding effect that DLP does and tends to be easier to film, but
it doesn’t have the darkest blacks, so it doesn’t disappear as much
when the screen is just displaying a black image.
Liquid crystal on silicon is almost a hybrid of how DLP and LCD work,
and can provide advantages over both. LCoS has a reflective portion,
but is also modulated by liquid crystal. There is no color wheel in this
setup, as it does the light splitting technique similar to LCD. The
primary current issue with this technology is that the contrast ratio
tends to be much lower than DLP or LCD, so your contrast range from true
black to bright white is reduced.
Hybrid
There aren’t many of these yet, but a couple brands have come out
with hybrid light source projectors that boast extremely long lamp life
(20,000 hours compared to the normal 2-3000 hours of a traditional
lamp). These still use some of the traditional imaging sources as above,
like DLP and LCD, but they replace their lamp bulb with a different
solid state source like LED, Laser, etc etc.
Laser Diode
This is another fairly new player that isn’t wide spread yet. I’ve seen it in a new Sony projector and the yet-to-be released RedRay 4K.
You can also find this as a light source in some of the smaller Pico
projectors like Microvision’s. Primary advantage of a light source like
this is that you don’t have to worry about heat dissipation as much as
you would with a Xenon bulb.
CRT
CRT is almost nonexistent in this day and age, but hey, maybe you
want to have a vintage party with a laser disc player or something. CRT
projection was used a lot in some of those large 90’s era rear
projection big screen TV’s. They feature 3 CRT guns in red, green and
blue that fire electrons onto a phosphor surface, similar to a standard
CRT. Then they are passed through a lens, and onto a projection surface
(typically rear projection). The guns are very sensitive about their
positioning and typically require re-calibration after moving them
around. They are now mostly an interesting thing to scavenge for parts.
Different classes of projectors
Your project may be a small interactive tabletop game with a single
pico projector in a dark room or a 200ft x 100ft projection bonanza with
a dozen large-venue projectors. It’s very helpful to know and
understand the capabilities of the ranges of the pico, the portable, the
installation, and the large venue projectors.
Pico and Pocket projectors
Price range: $100-500
Brightness range: 10 lumens to 500 lumens
Resolution range: 640×480 to 1280×800
Example
These tend to be used in very specialized situations as they tend to
have a limited range on the brightness they can provide (usually less
than a couple hundred lumens, if that). Don’t expect to have a suitable
image that is larger than a couple feet in width, even in total
darkness. Pico projectors use different light sources like LED and
lasers. Some even contain batteries for battery powered operation (or
can be hacked to be battery powered). These tiny things also tend to
have reduced resolution and you will more commonly find ones that are
more likely in the 854×480 range than the 1080p range. Also, since their
primary purpose is for enlarging powerpoints and small movie screens,
you can usually be limited by specs on color reproduction and contrast
ratio. One of the neatest qualities about a select few laser
pico projectors is the fact that they have an infinite depth of field
and require no focusing, so you can project on very close up things
clearly. Their price is usually comparable to lower end office
projectors in the 300-500 dollar range.
Portable projectors
Price Range: $400 to $2,000
Brightness Range: 500 lumens to 3000 lumens
Resolution Range: 1024×768 to 1080p
Example
This class is mostly for the cheaper portable projectors that you
might find in a small office or classroom. They often have a single
lamp, are lighter, have less brightness options, and a lot less
configuration options on their internal software. These ones can get you
through certain installations in a pinch, but they aren’t necessarily
designed to be as easy to support in an installation setting as the next
class up. Some projectors just don’t handle 24/7 operation very well,
so keep this in mind. You’ll be somewhat limited on your range of
options for throw ratios and image sizes because of the limited
brightness ranges at this price point. Some of them have very limited
zoom adjustments, and no lens shift. You’re more likely to find cheap
ultra-short throw (<0.7) projectors in this range, but their
brightness leaves something to be desired any more than 5-8ft away from
the surface.
And unless it’s dark DARK night time and your screen is a reasonable size, don’t even think about using these outside.
Installation and Home Theater projectors
Price Range: $2000 – $10,000
Brightness range: 3000-10000 lumens
Resolution range: 1024×768 to 1080p
Example
It’s
hard to cover this class concisely as there are a wide range of brands,
lenses, and imaging elements. These will be the go-to for 90% of
projects. They will cover you in most indoor installations if you’re
trying to cover a reasonable amount of space (ambient light and windows
permitting). These ones tend to be heavier and larger (15lbs+) but offer
more configuration options than the portable class (like advanced
geometry correction, control over LAN). They are also designed for 24/7
operation so they are more acceptable to use for long term
installations. Some models also support multiple lamps so that in case
one burns out, it can switch to another one. Maintenance and support is
generally easier with these as well, but at an obvious jump in price.
These projectors also start to bring in multiple lens options for
short throw 0.4 to long throw 12.0 ratio with the same body. They also
offer more options for lens zoom and lens shift which are super handy.
If you’re trying to get more than a 20ft wide image or are dealing
with stage lighting, see my section below about properly calculating
brightness and size before you drop your coins on a specific one.
You’re also much more likely to buy one of these projectors for a
short run than rent one. If you are running and installation for a week
or more, it quickly becomes more cost effective to just purchase one of
these classes of projectors (or the portables) because you would be
paying the same amount in a week or so anyway.
Large venue projectors
Price Range: $5000 – $Infinity
Brightness Range: 5000 lumens to 42,000 lumens (I’ve heard 100k lumens before, but can’t find a reference)
Resolution Range: 1024×768 to 4K
Example
These ones can range from a form factor of about 2ft x 2ft x 8in all
the way up to the size of a kitchen refrigerator. As brightness
increases, so does the price and the space/ventilation/power
requirements (and weight!). Another consideration is that at a certain
point (around 15k lumens), 120V/15A mains just won’t cut it for a single
projector, and you’ll need an electrician or special setup (240V/3
phase in US) to actually power the beast.
The high powered bulbs in these ones are also much more of a safety
issue. When choosing a 20k versus a 30k rental for an event, I was told a
professional projectionist would need to install the bulb in the 30k as
it was unsafe to transport the projector with the expensive and fragile
bulb inside. I was also told a fire marshall may need to be present to
approve the safe operation of the projector as it presented a more
significant fire hazard. The power of the bulbs also significantly
shortens their lifespan down to about 1000 hours of operation compared
to the smaller ones. The aging of these bulbs also has a much more
noticeable effect on the image. Older bulbs will look much dimmer and
more off color than brand new bulbs – something to keep in mind if
you’re working with multiple high power projectors is to keep an eye on
bulb life.
Placement and mounting of these projectors is another important
consideration. Some of the larger ones weigh 300+ lbs and will require
trussing and investigation about whether the ceiling or structure can
actually support them. For some events you may end up constructing a
scaffold tower with the huge projector on top, and with your power
supplies, media servers and workspaces underneath.
Like installation projectors, large venue projectors often offer
multiple lens options for the same projector. Most offer throw ratios
from 0.8 to about 7.0 or 12.0. These super zoomed ratios are helpful if
you have a really tall building to projection map from the ground, or a
screen that is over 100ft away and you’re trying to conserve your
precious photons.
You’re also more likely to have to rent one of these projectors
rather than purchase, so be prepared to source a rental house (who often
require pricey production insurance, a solo artist will find it
difficult to rent one!). Also owning one of these would be a pain
because they are heavy, awkward, expensive to maintain, and you would
need to rent them out yourself in order to break even. Prices vary on
length of rental and type of equipment. From personal experience, I can
tell you that a 20k lumen projector will run you roughly $1000-1500/day
(including your lens choice), and 6k-10k lumens run around $700-1000 a
day depending on lenses and HD requirements.
I wouldn’t suggest planning to rent one of the larger ones for a long
term installation unless you have some serious budget. The prices to
purchase these shoot up sharply after about 10k lumens. Most 20k lumens
and above will run you $40,000 to $80,000 and beyond.
How to calculate projector intrinsics/read a spec sheet
Being able to interpret a projector spec sheet is an invaluable skill
to have when planning your project. You’ll have to separate the parts
that are important, from the values that aren’t standardized or are
there for marketing fluff-
Image
Resolution: This is the actual maximum resolution the
projector is capable of displaying. You can send it higher resolutions
than this, but the physical number of pixels will remain the same. If
it’s native resolution is 1280×800 and you send it 1080p, there is just
going to be down sampling to match native resolution. If you see the
spec « Supported Resolutions » – Warning! This spec is nearly useless and
incredibly misleading. Only pay attention to the native resolution if
you want the physical pixel count. Supported resolutions just means the
resolutions that the projector is capable of accepting and then down
sampling or up sampling to match its native resolution. There are
1024×768 native projectors that « support » 1080p but that doesn’t mean
all those pixels are actually coming out of the lens.
Lumens: This spec is somewhat standardized with ANSI units,
but different manufacturers can waver a bit. A difference of a couple
hundred lumens between projectors isn’t much to consider if you need
something slightly brighter, it’s easier to think in 1000 lumen
increments generally. Also, as a guidance, you’ll want at minimum around
20 lumens per square foot of image.
Contrast Ratio: This is another misleading/non-standardized
unit. Ideally this will tell you the dynamic range or number of black
pixels you would need to « stack » on top of eachother to make a white
pixel. 1:300 contrast ratio is poorer than 1:10,000 but companies use
different ways to quantify their contrast, so it can be very hard to
gauge what the reality is until you get one. Some projectors also have
dynamic contrast which means that they automatically adjust their lens
to provide darker blacks depending on the image that is coming through.
Bit depth is also loosely related to contrast, but it is more of a
limitation within video technology than the projector technology. Bit
depth (8bit,10bit etc) would be the number of possible « steps » between a
black and white pixel.
3D: Occasional marketing fluff spec – read specs carefully if
you really need 3D. Many projectors are « 3D capable » if they have HDMI.
Some of them operate at 120hz and work with active shutter glasses, but
some setups you will need 2 projectors and some special polarizing filters and
silver screens to actually make it work as well as a movie theater.
Essentially, plan on extra equipment if you’re looking to do 3D, or read
very carefully.
Throw ratio: This is probably the second most important
specification behind lumens. This value gives you the ratio of the width
of the projected image to the distance from the surface. For example, a
throw ratio of 1:1 means that for every 1ft away from the wall, you
will get 1ft of image width (and your height is determined by the aspect
ratio). Sometimes this is given as some random unit like « 66 » @2m »
which is usually diagonal size of the image at a certain distance. Lens
zoom is also a related property because it allows you a small « variable »
lens shift.
Lens Shift: Lens shift is generally only available on higher
end projectors. Most projectors have a slight lens offset that allows
them to be below or above their screen and still have a square image
(different than tilting!). Lens shift allows you to correct for this
offset if necessary – just tilting the projector would result in more
keystoning. Some have manual or motorized lens shift. This also lets you
worry less about exact placement of your projector because you will be
able to shift the beam around – just watch for vignetting on the edges!
Physical
Inputs: Make a note of these to make sure you have options
with VGA or HDMI or whichever. We will discuss analog versus digital
connections further down.
Watts/Power Consumption: This is important to have on hand if
you’re wondering if you might blow a circuit by running multiple
projectors. See below on how to calculate it.
Size/Weight/Noise Level: Always good to know your dimensions
if you need to fabricate a special box or fit it into a tight area.
Weight is also very good to know for when you’re choosing mounts or
calculating whether the ceiling can hold the thing. Also good to note
how loud a projector is going to be if you’re doing a quiet/sound based
installation – I’ve heard some loud ones before
Quick note about power consumption – it’s always good to know off
hand how much power your event or installation setup requires. In the US
most electrical outlets are 120V/15A, EU is 240V/16A generally. Most
spec sheets will give your projector power consumption in watts
(sometimes as: eco power mode, normal, and lamp-on). Once you have the
number of watts and you know the voltage of the electrical outlets, you
can calculate how many amps you need so that you don’t trip the circuit
you’re running off of. The equation is:
Watts/Volts = Amps300W(projector power consumption)/120V(supply voltage from outlet) = 2.5Amps
You could potentially run 5 (12.5A) of these theoretical 300W
projectors on a single 15A circuit. Always leave yourself some headroom
with power demands – know in advance if you need more dedicated
circuits. Some projectors also may need a larger pull of power when they
first spark the lamp, so keep that in mind when powering up.
Working with Throw Ratio
Now let’s talk about throw ratio and how you can make it work for you. Feel free to use the many online projector calculators and apps –
but it’s good practice to run the numbers yourself. Sometimes the
online calculators don’t have the applicable options or sort of
obfuscated results expressed in odd units or diagonal size (help me,
Pythagoras). Using your throw ratio only, you can easily calculate the
image width and height for a given distance.
Throw ratio = distance from surface/width of image 0.5=2/x or at 2ft from a wall with a 0.5 throw ratio makes an image that is 4ft wide
From this value we can also get the height of the image if we know
the aspect ratio (eg 16:9 or 4:3) of what we are planning to project (or
the aspect ratio of the projector’s native resolution)
Image height = (1/aspect ratio) * Image WidthFrom the above example, if we have 0.5 throw 2ft away with a 16:9 aspect ratio, what is our height?Height = 1/(16/9) * 4 = 2.25ft
Now that we know the width and height of our image, we can now easily
calculate the answer to the question covered in the next section: « Is
this going to be bright enough? » You can also use this value to
calculate the angle of the projection frustum on the horizontal and
vertical if you’re curious about how close people can get to the
projection surface before they start causing shadows. You’ll need to
know the projector offset to get really exact about this though – most
projectors don’t come 100% straight out of the lens without lens shift.
Please note to always calculate things to be bigger than you need
them to be by a few percentage points. Manufacturers numbers can be
slightly off, or your placement may need to shift slightly. Giving
yourself an extra +/- 5% of image could be really helpful. Be careful
not to overshoot too much and throw away resolution and brightness
though – try to hit that sweet spot.
How to calculate projected brightness:
There are a few different ways to measure brightness of a projected
image. One way to think of projected light is as a paint bucket full of a
finite amount of photons. You’re always going to have the same amount
of light-paint, but the more you spread it, the « thinner » the coat gets,
subsequently dropping brightness. Our primary concern is our lumens per
square foot ratio, as this is the value that really changes the final
output. This is just calculated as:
Total Lumens/Area of projection2000Lumens/40 sq feet of projection surface = 50lumens/square foot
Ideally (and anecdotally) you want to stay above a minimum value of
around 20lumens/square foot (or around 215 lumens/sq. meter). Once you
dip below that value, you run the risk of your brightness and contrast
being so weak that your image is washed out or unacceptably dim in less
than ideal conditions.
There are many factors that can alter the eye’s perception this calculated value including:
Screen type/Screen gain – reflectivity of the screen
Surface type – May be the side of a building, or a block of wood, or a regular white vinyl screen.
Ambient light – dim gallery, bright show room, etc
Your type of surface can also affect your total brightness and contrast.
Walls, screens, building exteriors, scrims, front or rear are all
decisions that carry their own potential issues. Avoid really dark
surfaces at all costs, as they absorb much of your photons and don’t
reflect as many. However, in some situations gray screens are preferable
over white screens because the gray can absorb more of the ambient
light and improve contrast.
Rear projection can also cost you some brightness depending on the
materials you’re projecting through. Rear projection has the side effect
of giving you a fat hotspot right in the middle of your screen where
the projector bulb is. To avoid the hotspot effect you need a rear
projection material that can really diffuse the light at the expense of
photons and contrast. A low gain screen will diffuse the light more and
make it more even with rear projection but it will decrease the overall
contrast because it also picks up more of the ambient light. A low gain
screen is as efficient as a high gain screen, but it spreads the photons
out to more viewing angles, so not as many are concentrated coming
straight out at the average viewer. A high gain rear projection screen
will seem a little more « transparent » which will improve contrast, but
you will get a larger hotspot in the center. There are also specialized
screens like 3M’s Vikuiti film that uses a light absorbing layer and
glass beads to provide an ideal experience of limited hotspot and while
also absorbing ambient light for really deep blacks.
You can use a light meter to
determine the ambient light in your space so you know what your
reference point is. Once you know this value, you have an idea of the
brightness you’ll need for your projection to compete properly. You
would need a light meter that measures in footlamberts to give you an
easy to work with value for the ambient light in your
space. Personally, I have heard to try and make your brightness about 8
times brighter than expected room brightness so you can get acceptable
contrast from the baseline of light in the room, but this is highly
variable depending on your environment and intended effect. For example,
an ambient light value of 5fl in a space would recommend a projected
value of around 40fl to compete properly. You can obviously get away
with less (or more), but keep these values in your pocket if they become
necessary.
Stacking two matching projectors on top of each other does NOT mean
the image will perceptually appear to be twice as bright. For example if
you stack two 4000 lumen projectors, there are still 8000 lumens
bouncing back at you, but your eye’s perception of brightness is not
linear, so it will not be seen as two times as bright – just brighter.
You can also use the stacked projection to cover twice as much area with
the same perceived brightness as using just one with half the square
footage. Stacking also brings up the issue of brightening the black
level with 2 stacked projectors, which in turn will change the perceived
contrast between black and white and image quality. For optimal
perception for your eyes, you want the projected image to have as much
contrast from the surroundings as possible…there is a reason we watch
movies in dark theaters.
To stack projectors you will ideally want ones in the installation or
large venue class with motorized lens shift or ones that offer
perspective distortion in their hardware – otherwise aligning the images
of 2 projectors to be pixel perfect can be a nearly impossible feat.
Access to lens shift is preferable, followed by the projector doing the
actual distortion. You can do homography distortion in software to align
the two, but then you’ll need to essentially double your video output
to output different streams.
#Video signal quality and cable lengths
Your video signal path is another very important consideration when
planning. Analog and digital signals have their strengths and
weaknesses. You will need to ensure your computer is compatible or you
have the right adapters – especially if you’re working with an existing
projector system in a space (S-Video anyone?)
DVI/HDMI
DVI and HDMI are the most common digital video cables right now. DVI
can support a wide range of resolutions, and can handle the highest
ranges with a dual link (DVI-D) cable. Single Link DVI is missing some
of the center pins and has a lower bandwidth, it maxes out at 1920×1200
@60hz which is about 3.96gbit/s of data. Dual Link DVI cables are only
technically limited by the copper bandwidth limits, DVI source limits
and sync limits. Dual Link cables occasionally list their
bandwidth resolution limits of around 9.9gBits/second which you can use
to check your intended use and how close you may be to hitting the
ceiling.
Resolution Width * Resolution Height = Total Number of PixelsTotal Number of Pixels * Refresh Rate = Total Number of Pixels per SecondTotal Number of Pixels per second * Color resolution bits = Total Bits Per Second
2560*1440 = 3,686,400 pixels
3,686,400 * 60hz = 221,184,000 pixels per second
221,184,000 * 24 (Bits of color) = 5,308,416,000 bits per second = 5.3gbit/s
I tend to trust DVI cables up to about 35ft, although the spec will
get you to about 50ft. HDMI cables are more reliable at longer distances
and have a larger consumer marker so it may be easier to find a
reliable long cable. Symptoms of a digital cable that is too long or
poor quality (or just not plugged in all the way!) will be something
like:
Unpredictable sync behavior
Strange « noise » with the pixels, particularly in the blacks or on
smooth gradients – this is a result of certain digital bits being
flipped incorrectly because they weren’t transmitted correctly over the
cable. You can see this in the image below
![DVI Artifact](images/HDMI_glitch.jpg)
They sell longer HDMI and DVI, but unless it’s really thick or your
have had time to test it with your desired equipment, I would highly
recommend an extender for distances over 100ft. Extenders come in
different flavors and budget ranges, but it tends to be a case of « You
get what you paid for » so don’t expect a 20 dollar no-name brand
extender to give you 100% reliability. There are signal boosting
couplers, extensions over Cat5/Cat6, and extension over fiber optic.
Cat5/Cat6 extenders can be used with VGA/DVI/HDMI but some of them can
be especially finicky with certain output or display devices, so try and
test as realistically as possible beforehand. Fiber optic extenders are
top of the line because of their clean signal quality and ability to
extend over 1000ft on a single cable. Fiber is VERY delicate (roughly
handling it or kinking the cable can shatter the glass inside) and needs
special considerations when running it. Fiber is also one of the more
expensive extension options, so be prepared to rent your cable and
extenders.
A final note is to pay attention to how your extender handles passing
an EDID. An EDID is basically a packet of info that a video source and
destination share that gives info about resolutions and timings. Without
a proper EDID handshake, you’ll be scratching your head « trying to
figure out why this still isn’t fucking working! » Some extenders send
EDID over a separate Cat5 cable, so keep this in mind when constructing
wiring diagrams. There are EDID Emulators and DVI Doctors that go in
between a source and display. These devices can do things like « store »
the EDID of a display and keep it in case you are going between your
display and another device that disrupts the EDID like a switcher. Other
DVI Doctors also work to clean up the DVI signal to make it easier to
extend the signal, sort of like an amplifier.
SDI/HD-SDI
HD-SDI Cables are a great cable for sending video long distances. You’ll
commonly see them being used to send HD video from cameras into
switcher and recording setups. They use a fairly common BNC barrel
connector. You will often need a converter box to send your HDMI/DVI
signal over HD-SDI since most computers don’t offer that as an output
option without something like a Black Magic card.
## VGA
![VGA_noise](images/vga_noise.jpg)
VGA is the most common analog cable that is still kicking around. It
is still able to push 1080p and above at certain distances, but it will
probably die out over the next decade as we transition to 4K. VGA cables
are good in a pinch with lower resolutions at longer distances without
boosters, but I wouldn’t recommend them in professional use. The higher
the resolution you’re trying to shove down that copper pipe, the less
potential success you’ll have at getting your computer or projector to
recognize the device at the other end because the same cable has to
manage more bandwidth and needs a higher quality output device to
generate the higher resolution clock timing for the analog signal. VGA
also has the issue of analog distortion or a certain degree of
« fuzziness » and color shifting because the colors are sent at different
high speed clock frequencies, and this gets exacerbated on longer cables
or on lower quality output devices. The inconsistency of analog can
also mean you may get slight pixel offsets that you wouldn’t get with a
digital cable.
Maintenance, miscellaneous caveats and tricks of the trade
Maintenance tips:
NEVER (EVER!) UNPLUG A PROJECTOR with its lamp on. It can potentially
destroy your expensive bulb! Projectors run their fans for a minute or
two to cool the bulb in preparation for the next lamp on. If you unplug a
hot projector, plug it back in and shock it with the electrical charge
needed to spark it on, you risk damaging the delicate filament and
either blowing your bulb out or severely reducing the lifespan. If you
happen to unplug a projector while it is on, let it cool for
10-30minutes before turning it back on. Don’t try to turn it back on
hoping you can get the fan going or something.
Ventilation is important!
Projectors need to suck in new cool air, blow it over the bulb to absorb
its heat, and then push it out another side. Without air flow, the
bulbs temperature can rise to unsafe levels. Luckily, most projectors
have detectors for this and will automatically shut off when their bulb
temperature reaches a certain threshold. Still, you probably want to
avoid having your projector auto-shutoff during an event or long running
installation. Most manuals will also advise you not to run your
projectors sideways in « portrait » mode because it will change the
factory designed airflow and shorten bulb life – I haven’t personally
experienced a significant issue with running them portrait, but it is
trickier to manage their air flow in this position. Some projectors also
have a specific filament placement that can impact whether it is safe
to run them in unusual configurations because the filament may not be
centered within the bulb.
## Projector placement considerations
![ProjectorWarping](images/ProjectorOffsetDiagrams.png)
In the event that you can’t get enough distance to get the desired
image size, you have a few options. You can get multiple projectors and
edge blend them (complex setup depending on your environment). A lot of
consumer ultra short throws that are closer than 0.8 throw have setups
so that they bounce the beam off a mirror and overtop of the projector
to get every inch of possible distance. A mirror is a good way to extend
the distance of your normal projector as well, with an important
caveat: you need what is called a first surface mirror, or front surface
mirror. A first surface mirror has the reflective coating on the top
layer rather than underneath the glass. A normal mirror with coating on
the backside will have a potential to give you a double image or color
distortions because of the beams bouncing from the glass and the
reflective surface.
Ultra short throws and mirror solutions have a noteable side effect
to plan for: projection offset. I have experienced this a few times
first hand until I figured out my mistake. When using these solutions,
the projector will need to be either sigificantly above or below the
center point of the desired screen. Sometimes they need to be almost 3-5
ft below the bottom or top of the screen itself. Trying to shoot these
offset solutions straight out to the center will result in extreme
warping and a reduction in image size (primarily height).
Misc.
A wide angle/short throw lens will have the effect of giving you a
lower depth of field which would be relevant if you are doing some kind
of projection mapping that would have a lot of depth to it. The focus
and brightness fall off much more quickly than with a longer throw lens,
so mapping with these can be a challenge. 0.4 Throw to 0.8 throw is
usually a lens solution, but 0.4 and less usually involves a curved
mirror which limits your ability to focus on much more than a plane.
Experimental Tech and the Future
The following are some links to some equipment that would be fairly unusual to see in most major productions at the moment.
A big dream for a lot of us would be to have a projector with an
embedded infrared camera that looks through the exact same lens as the
projector in a 1:1 relationship so that there is easy alignment between
camera and interactive content.
..to Kyle McDonald, Chris Jordan, Zach Leiberman for providing input and
reviewing the article. Huge thanks also to Elliot Woods who gave me a
really helpful review with extra tips and probably the most hilarious
point by point commentary on the article.
A plug-and-play LED Kit designed for stage design, visual art, and live performance. User-friendly and adaptable for structure assembling using aluminum profile. Simple and ergonomic.
LED by garageCube can be plugged together in any order and are auto addressable. A single cable carries both power and data, reducing connections to a minimum. Our LEDs are a perfect complement to madMapper, but are also compatible with third party applications and lighting desk consoles.
With madMapper, the most advanced video and LED mapping tool, you can easily set up from simple to large scale installations. You can use all kinds of content, such as video files, live feed, and generative images, to control your LED by garageCube.
Use your favorite MIDI controller for perfect live control. You can use all kinds of content including video files, live camera feeds, and generative images to control your LED by garageCube.
LED by garageCube will be available in RGB or pure white, and in two different sizes: 50 cm and 1 meter. Light diffusers and transparent covers are included in the Kit.
The 50 cm bar fits in your hand luggage. No need to check them in when flying. Sixteen 50 cm bars are lighter than 4 kg!
Thanks to their aluminum design, LED by garageCube is lightweight and solid. Attach them to your brackets with simple M4 fixing screws.
The bracket system was designed for the LEDs to allow assembly in multiple positions and orientations. Two mounting brackets per LED strut are included in each kit.
Our system is also compatible with standard fastening elements available on the market either directly on the profile adapted for hex head screws or on our bracket mounting system.
The system has also been developed to realize complex structures combining 3D printing or other tailored fabrication techniques, making any of your DIY creations possible.
For manufacturing, we benefit from the experience of our Chinese partner, with whom we have been working for many years on the production of custom-made LEDs. Electronic parts are tested through several quality controls to ensure optimal quality.
MagicDMX is a low cost, single universe USB DMX interface created by ChamSys which contains an on board processor to process the DMX packets. MagicDMX connects to MagicQ running under Windows, Mac or Linux.
It doesn’t use any special drivers for the device, so you can just plug and play. MagicDMX defaults to outputing on Universe 1 from the MagicQ software but can be used on any universe.
MagicDMX has electrical protection for normal usage. Users requiring full isolation should consider the MagicQ Twin DMX Interface, the SnakeSys B4 or any of the MagicQ Wing products.
The MagicDMX interfaces do not unlock the restricted features of MagicQ software such as remote control via iOS/Android, audio input and full screen execute window or the « demo mode banner ». Users requring these features will need a ChamSys interface such as Twin DMX Interface, Mini Wing, PC Wing Compact or SnakeSys interface.
MagicDMX
Basic
The MagicDMX Basic interface is aimed at users wishing to evaluate and learn MagicQ, technicians wishing to test fixtures, as well as students wishing to learn lighting in schools and colleges. MagicDMX Basic supports output of a full DMX universe via a 3 pin female XLR connector.
MagicDMX Basic is time limited to 5 hours continuous usage. After this time it is necessary to replug the device and to restart the MagicQ software.
Features
USB connector
Single DMX output
3 pin XLR
Maximum session usage 5 hours
Basic electrical protection
LED status indicator
MagicDMX
Full
The MagicDMX Full interface is aimed at Professional users wishing to have uninterrupted DMX lighting control for shows and installations. The MagicDMX Full provides a great lighting troubleshooting system.
It can be configured to either output or input a single universe of DMX, but unlike the MagicDMX Basic interface, MagicDMX Full is not time limited and can be used continuously.
MagicDMX Full outputs DMX via a 5 pin female XLR connector. If you want to use the MagicDMX interface in DMX input mode a gender reverser is required.
Features
USB connector
Single DMX output/input
5 pin XLR
No time usage restrictions
Basic electrical protection
LED status indicator
MagicDMX
Full
Test
Kit
The MagicDMX Full Test Kit is a complete DMX test kit including a MagicDMX Full interface together with XLR adapters and MagicQ USB sticks in a handy ChamSys zip bag.
MagicDMX Full is not time limited and can be used continuously. The adapters enable DMX output on 5 pin XLR or 3 pin XLR and DMX input on 5 pin XLR or 3 pin XLR.
The MagicQ USB Sticks have been proven to work with all current MagicQ consoles.
Kit
Contents
MagicQ DMX Full interface with 5 pin female XLR
5 pin male XLR to 5 pin male XLR (gender reverser)
5 pin male XLR to 3 pin female XLR
3 pin male XLR to 5 pin female XLR
Two MagicQ USB sticks
Handy ChamSys zip bag
A plug-and-play LED Kit designed for stage design, visual art, and live performance. User-friendly and adaptable for structure assembling using aluminum profile. Simple and ergonomic.
LED by garageCube can be plugged together in any order and are auto addressable. A single cable carries both power and data, reducing connections to a minimum. Our LEDs are a perfect complement to madMapper, but are also compatible with third party applications and lighting desk consoles.
With madMapper, the most advanced video and LED mapping tool, you can easily set up from simple to large scale installations. You can use all kinds of content, such as video files, live feed, and generative images, to control your LED by garageCube.
Use your favorite MIDI controller for perfect live control. You can use all kinds of content including video files, live camera feeds, and generative images to control your LED by garageCube.
LED by garageCube will be available in RGB or pure white, and in two different sizes: 50 cm and 1 meter. Light diffusers and transparent covers are included in the Kit.
The 50 cm bar fits in your hand luggage. No need to check them in when flying. Sixteen 50 cm bars are lighter than 4 kg!
Thanks to their aluminum design, LED by garageCube is lightweight and solid. Attach them to your brackets with simple M4 fixing screws.
The bracket system was designed for the LEDs to allow assembly in multiple positions and orientations. Two mounting brackets per LED strut are included in each kit.
Our system is also compatible with standard fastening elements available on the market either directly on the profile adapted for hex head screws or on our bracket mounting system.
The system has also been developed to realize complex structures combining 3D printing or other tailored fabrication techniques, making any of your DIY creations possible.
For manufacturing, we benefit from the experience of our Chinese partner, with whom we have been working for many years on the production of custom-made LEDs. Electronic parts are tested through several quality controls to ensure optimal quality.
Boris has been active in the audio visual field for over 10 years. With his Swiss company garageCube, he created the software modul8 dedicated to live video mixing. Then, in collaboration with 1024 architecture, they created madMapper a software solution dedicated to video and LEDs mapping. After designing some installations and making custom-made LEDs specific to his projects, he met Alexandre and the need arose to create a more versatile product, more adapted and accessible to the community of artists and audiovisual designers in which they evolve. After more than a year of research and testing on small and large scale installations, they decided to launch a Kickstarter campaign to make the product achievable and accessible to all.
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