# projection(3) — light onto a surface that is not flat ## NAME projection — putting an image where the architect did not plan for one --- ## SYNOPSIS ``` throw ratio = distance / image width lux at surface = lumens / area (area grows with the square) ``` ## DESCRIPTION Projection is a budget problem wearing an optics costume. You have a fixed number of lumens, a surface with a reflectance you did not choose, and ambient light from a skylight nobody will agree to cover. Everything else is arithmetic. ``` projector throw distance surface [=] - - - - - - - - - - - - - - - - -> | |\ | | \ half-angle set by the throw ratio | | \ - - - - - - - - - - - - - - - - -> | | | offset (lens shift, not keystone) ``` ## FIELD NOTES - **Keystone correction is not free.** Digital keystone throws away pixels and softens the edges you paid for. Lens shift is optical and costs nothing but mount geometry. Move the projector before you touch the menu. - **Measure ambient at the surface, at the worst hour.** A gallery at 9am and the same gallery at 2pm are different rooms. Contrast ratio against real ambient is the only number that predicts whether the content reads. - **Blend zones want overlap, and overlap wants matching black level.** Two projectors at 50% in the overlap do not produce one projector at 100% — they produce a brighter black. Choose the blend width for the black floor, not the white peak. - **Every surface has a gain and it is rarely 1.0.** Raw drywall, primed drywall, and museum-grade matte paint differ by more than a projector upgrade would buy you. Paint is the cheapest lumen. - **Warp last, calibrate first.** Undistort the lens, solve the homography or mesh, then apply the content. Doing it in the other order bakes an error into a file someone will re-export in a year. - **Ten-year installs fail at the lamp schedule, not the math.** Write the filter cleaning interval on the mount, in paint pen, where the next person will be standing. ## SEE ALSO `man homography`, `man camera-parameters`