Shadowless Projection Mapping for Tabletop Workspaces with Synthetic Aperture Projector

📅 2026-03-12
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work addresses the challenge of shadow occlusion in conventional desktop projection mapping, which disrupts augmented reality experiences and multi-user interaction. The authors propose a synthetic aperture projection architecture based on a dense multi-projector array, incorporating offline blur compensation to mitigate resolution loss caused by subpixel misalignment—enabling high-quality, shadow-free projection with low latency without requiring real-time computation. For the first time, they establish a design framework centered on minimizing the “Sense of Projection” (SoP), integrating user perception studies to optimize system performance. This approach significantly reduces users’ awareness of the projected nature of the content, thereby enhancing both immersion and practical usability.

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📝 Abstract
Projection mapping (PM) enables augmented reality (AR) experiences without requiring users to wear head-mounted displays and supports multi-user interaction. It is regarded as a promising technology for a variety of applications in which users interact with content superimposed onto augmented objects in tabletop workspaces, including remote collaboration, healthcare, industrial design, urban planning, artwork creation, and office work. However, conventional PM systems often suffer from projection shadows when users occlude the light path. Prior approaches employing multiple distributed projectors can compensate for occlusion, but suffer from latency due to computational processing, degrading the user experience. In this research, we introduce a synthetic-aperture PM system that uses a significantly larger number of projectors, arranged densely in the environment, to achieve delay-free, shadowless projection for tabletop workspaces without requiring computational compensation. To address spatial resolution degradation caused by subpixel misalignment among overlaid projections, we develop and validate an offline blur compensation method whose computation time remains independent of the number of projectors. Furthermore, we demonstrate that our shadowless PM plays a critical role in achieving a fundamental goal of PM: altering material properties without evoking projection-like impression. Specifically, we define this perceptual impression as ``sense of projection (SoP)'' and establish a PM design framework to minimize the SoP based on user studies.
Problem

Research questions and friction points this paper is trying to address.

projection mapping
occlusion shadows
synthetic aperture
sense of projection
tabletop workspace
Innovation

Methods, ideas, or system contributions that make the work stand out.

synthetic aperture projector
shadowless projection mapping
sense of projection
blur compensation
tabletop augmented reality
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