2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
Large-Scale Immersive Displays
in Entertainment and Education
Ed Lantz
Spitz, Inc.
Abstract. Large-scale immersive displays have an established history in planetaria and large-format film
theaters. Video-based immersive theaters are now emerging, and promise to revolutionize group entertainment
and education as the computational power and software applications become available to fully exploit these
environments.
Requirements for an effective visual display are developed. Limitations of commercial projection and image
generation technologies are discussed and improvements are suggested. Trade-offs between flat, cylindrical, and
spherical projection screens are discussed. Recent work is presented in group telepresence and interactive VR
Cinema. Ongoing issues include group interactivity paradigms, show production tools, and the need for research
establishments to disseminate compelling source material to public venues. Research topics are suggested in
Human Factors, Virtual Reality, Computer Graphics and Display Engineering.
Entertainment and Education
Entertainment and informal education applications
result in display requirements which differ from
visualization systems research or collaborative
design. Such applications include traditional
planetaria, science centers, aquariums, zoos,
corporate theaters, visitor centers, location-based
entertainment and community special-venue
theaters. Emphasis is placed on the overall quality
of visitor experience. The entire theater is intergral
to visitor experience, of which the information
display is but one element. General theater design
considerations include the following.
Large-scale immersive displays have been in use
since the first Zeiss planetarium in 1926. The
popular IMAX® Dome format, first demonstrated
in 1973, utilizes 70mm film with roughly
5000x4000 line resolution on a dome screen.
Simulator rides utilize 35mm or 70mm film
projected onto partial dome screens. Over 2500
dome theaters are now in place worldwide.
Immersive displays utilizing wrap-around screens
are well suited for public presentations as they
require no special viewing skills, unlike other VR
technologies such as head-mounted displays [1].
Emerging video-based immersive theaters are
capable of providing real-time experiences for large
groups including guided tours through popular
virtual environments, virtual sports, group
telepresence and interactive simulations[2].
• Transparency - The theater is designed to
“disappear” during the presentation by using dark
and non-obtrusive finishings. Projection systems
and computer equipment are hidden from view and
acoustically isolated. Visual cues associated with
the projection surface are minimized (i.e. seamless
projection screen).
• Comfort - Seating is arranged to assure good
sight lines and comfortable viewing for extended
periods.
• Geometry - Since an entire group cannot
simultaneously occupy the ideal eye-point of an
immersive display, a projection geometry must be
adopted which has a graceful degredation in
orthoscopy as the viewer moves off-axis.
Geometry should be “acceptable” from all paid
seats.
Immersive video “digital dome” theater
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
• Interactive Ergonomics - Whatever method is
used for group interaction with the immersive
experience must be easy to learn, simple to use and
accessible to a wide range of skill levels.
screen and also affords a degree of acoustic
transparency. Ambient sound can therefore
penetrate the screen and be absorbed rather than
reflected (and focused) back into the theater space.
Also, loudspeakers can be freely placed behind a
perforated screen.
• Audio - Theatrical surround audio is common to
all modern theaters and is key to a compelling
experience.
Screen diameter is often driven by the required
seating capacity. More seats can be placed in a
given dome if a greater compromise in visitor
experience (i.e.greater geometric distortion) is
tolerated. In general, smaller domes (<10 meters)
provide undesirable visual cues that one is viewing
a screen surface. This is probably due to a
combination of visual accommodation (focusing)
and binocular disparity (stereopsis) for varying
screen distances as occurs with eye motion. Any
imperfections in the dome surface, such as visable
seams or perforations, also contribute to a loss of
realism. Small simulator domes avoid this by
placing the viewer(s) within a small viewing
volume near dome center and using a solid screen
surface with specially finished seams.
• Realiability and Maintainability - Theaters must
operate cost effectively. This requires minimizing
down-time and equipment maintenance costs.
• Throughput - Special venue theaters require
ample seating and virtually no visitor training for
an enjoyable experience. Emphasis is on providing
sufficient visitor throughput to recover capital and
operating costs. Immersive displays such as the
CAVE™ do not provide an attractive economic
model due to their low throughput, high cost and
specialized staff requirements.
Immersive Projection Screens
Consider the field-of-view (FOV) produced by a flat
projection screen. The FOV is proportional to
twice the arctangent of the screen height or width.
As the screen is made larger (or the viewing
distance reduced), the FOV apporaches a limit of
180 degrees. The next progression is to a
cylindrical screen with a vertical rotational axis.
An image projected onto a cylindrical screen
provides a full 360 degree horizontal FOV.
Vertical FOV, however, remains limited to 180
degrees even for an infinitely tall screen.
Surface reflectivity is a critical issue with curvedscreen theater design. Image contrast can be
degraded due to the “integrating sphere” effect
caused by light scattered from a projected image
back onto another portion of the curved screen. A
bright image can therefore “wash out” the entire
screen if the screen reflectivity is too high. Two
solutions exist for this effect. Some dome
simulator systems employ screen “gain,” an
increased specular reflectivity with respect to a
Lambertian surface which scatters light equally in
all directions [3]. This narrows the range of angles
reflected from an image to cover the primary
“viewing volume,” the volume containing the
viewer’s head, and not the screen itself. Drawbacks
to this approach include difficulty edge-blending
multiple projectors and a reduced seating area.
Screen gain has successfully been employed in
training simulators and 3D simulator rides such as
Imax’s Race for Atlantis in Las Vegas. The
polarization-preserving properties of a high-gain
screen surface make it crutial for polarized 3D
projections [4].
Another approach for attaining a wide field-of-view
is to utilize a polygonal screen configuration such
as a cube or dodecaherdon. However, polygonal
screens such as the CAVE, which employs a cubic
configuration, do not provide a graceful degredation
in orthoscopy as the viewer moves off-axis. The
discontinuities inherent in polygonal screens have
therefore limited their use to a small number of
special venue theaters.
Dome screens offer a wide FOV with the
possibility of nearly full visual immersion. Highquality dome screens are readily available ranging
from 3 meters to over 27 meters in diameter.
Dome screen projection surfaces are typically
formed by compound-curved, perforated, powdercoated aluminum panels. The perforated projection
surface allows airflow from HVAC to penetrate the
Another method for increasing contrast is to reduce
the screen reflectivity using a neutral-density
powder-coat. Since scattered light requires at least
two screen reflections to reach the viewer’s eye, the
scattered component is proportional to the square of
the reflectivity R, which is always less than one.
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
The image brightness itself is subject to a single
reflection and is attenuated by R. Contrast is
therefore improved at the expense of overall image
brightness. It is useful to note that the exact
degredation of contrast due to cross-scattering
depends on the nature of the image being projected.
The percieved contrast of a projected starfield, for
instance, is not appreciably improved by lowering
reflectivity much below 0.5 (50%). However,
domes made for film projection often employ dome
reflectivities of 0.3 or less.
the projection source ages. Outboard electronics
with a dedicated user interface are typically
employed in such applications [8].
Projector deviations from ideal gamma performance
can limit achievable edge-blend quality. The blue
phosphor in CRT projectors, for instance, has a
gamma response which deviates significantly from
other phospors and requires linearization circuitry.
If a color saturates, for instance, the edge-blend for
a bright image will require different settings than
for a dim image. Precice gamma correction is not a
high priority for projector manufacturers. Neither
is matching the color balance and gamma response
between two projectors. Creating an acceptable
edge-blend is currently more of an art than a science
due to a lack of control over these factors. The
commercialization of arrayed projection systems
will ultimately require auto-calibration features for
edge-blending and projector geometry.
Projection Techniques
The projection of extreme wide field-of-view (FOV)
images is problematic. It requires, for instance,
over 400 million pixels to cover a hemisphere with
eye-limited (1 arcmin) resolution [5]. In contrast,
the 1080i high-definition video format provides
only 2 million pixels. A more practical approach
would be to require the equivalent resolution of a
72 dpi monitor viewed at 0.6 meters (2 feet), which
is 4 arcminutes under ideal conditions. The 4
arcminute requirement reduces the hemispheric
coverage to 30 million pixels, still out of reach for
any single projector. Even the popular IMAX®
Dome format, which is not a full hemisphere,
provides perhaps 12-20 million pixels for a
stationary image [6].
A modern 9-inch CRT video projector can provide
up to 2500x2000 addressable pixels, resulting in a
5 million pixel image. Higher resolutions will be
possible with the new 12-inch projectors.
However, physical limits will soon be reached on
signal bandwidth and optical resolution. Arrayed
projection avoids these limits by using multiple
arrayed (mosaicked) video projectors which are edgeblended (stitched) to seamlessly reconstruct the
original high-resolution source [7]. Extreme highresolution displays are possible using this
technique.
The success of arrayed projection depends in part on
the technique used to edge-blend adjacent images.
Soft-edge masking can be performed quite easily
using an alpha-channel. However the monochrome
alpha-channel affords no custom control of
individual color layers. In practice, the gamma
response of each projected color is slightly different
requiring different edge-blend settings on each color
component for optimal performance. Separate red,
blue and green edge-blend masks must be created
interactively for each installation and maintained as
Six rendered views are mapped and blended onto dome
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
Geometric mapping is required to transform a twodimensional view-plane raster image into a
spherical or cylindrical section. Accurate image
mapping is a critical issue for arrayed dome
projection, as an effective edge-blend requires pixelaccurate overlap of adjacent frames over a
compound curved projection surface. Any
mismatch between frames creates a degredation in
resolution performance within the edge-blends.
required to produce effective edge-blends under darkframe conditions and to project over stars in
planetaria. Unfortunately, either brightness or
contrast are presently limited by available display
technologies. It will be some years before video
can match the quality of large-format film [9].
Recent Work
Several companies have recently announced largescale immersive video-based theaters for real-time
3D presentations. The first public installation was
the Spitz ElectricHorizon™ VR Theater, a
temporary experimental theater tested last year in
Pittsburg’s Carnegie Science Center [10]. This
theater seats 32 persons on an inclined seating deck
and includes 3-button responder units for audience
interactivity. The screen is a 200° horizontal by
60° vertical FOV partial dome with an 8.5 meters
diameter. The image is produced by three edgeblended Electrohome Marquee™ 9500 projectors.
Image generation is provided by a single-pipe
Onyx® Infinite Reality feeding three SVGA video
channels.
Two common techniques for mapping are image
warping in the image generator and raser warping in
the video projector. CRT projectors have geometry
correction circuits which are incredibly flexible.
Fixed-panel projectors such as the DLP or LCD are
not capable of image mapping and therefore place
extra demand on the image generator.
Console
SGI Onyx
Exit
Right Front
Speaker
Right Rear
Speaker
Audience
Responders
Curtain and
Soundproofing
Typical image mapping
An interesting trade-off exists in system design.
The edge-blend width typically ranges from 1-25%
of the frame width. A wider edge-blend region
increases the eye’s tolerance to adjacent projector
color mismatch due to the gradual color change. At
the same time, however, the wider blend area is
more demanding on projector alignment over a
larger area and requires more redundant pixels to be
rendered per channel.
Left Rear
Speaker
Left Front
Speaker
Enter
a) Top view
200° x ±30°
Perf. Aluminum
Dome Screen
Display brightness and contrast performance are
also critical factors for an effective presentation.
The eye’s sensitivity to color degrades with
decreasing image brightness. CRT projectors,
while they offer the greatest flexibility in geometric
mapping and scan rates, are the lowest brightness
of all projector types. A typical 9-inch CRT
projector provides a brightness of 240 lumens
while a high-end light-valve projector currently
tops out at around 6000 lumens - 25 times brighter
at only five times the cost. High contrast is
Video Projectors
Seating
Deck
b) Side view
The opening show, ROBOTIX Mars Mission, was
developed by Carnegie Mellon’s SIMLAB and
funded by Learning Curve Toys of Chicago, IL.
The show depicts a mission to the planet Mars
based on Learning Curve’s ROBOTIX toys and
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
NASA Mars data sets. This project revealed
numerous challenges to be overcome in the
commercialization of IPT for entertainment and
education. While compelling, the quality of a
video-based display projecting real-time 3D images
simply cannot match the image quality and
photorealism that people have come to expect from
special effects in film. The success of these
theaters will hinge on the creative use of audience
interactivity to differentiate them from similar filmbased theaters.
A second project last July converted the
ElectricHorizon theater into a telepresence
command station for Nomad, a robotic explorer.
Nomad was designed by Carnegie Mellon’s
Robotics Institute and tested in Chile’s Atacama
Desert in conjunction with NASA Ames. A live
ElectricSky video panorama
tournaments, and laser shows. While this system
does not employ high-end real-time 3D image
generation, it is easily upgraded for this capability.
Numerous such theaters will be installed in coming
years, both with and without real-time capabilities,
and will provide a new venue for anyone producing
visually compelling virtual environments and
immersive content.
Content Development
Much of the content for virtual environments is
produced by the commercial simulator and academic
communities. The cost of developing a large
volume of immersive experiences is too much for
any one corporate entity to bear. If these new
theaters are to thrive it will be a collaborative
effort. There needs to be a pathway for the
dissemination of interesting and informative models
and simulations into these public venues.
Realtime panoramic image from Nomad
robot at Carnegie Science Center
feed from Nomad’s “panospheric” camera was
displayed in real time for audiences at the science
center. The camera provided a 360° FOV image
which was remapped onto the immersive display by
the Onyx. Although the frame rate was slow, since
the remapping occurred in real time the audience
was able to smoothly rotate the camera view using
their responder buttons.
A satisfying theatrical experience hinges on the
presentation of a compelling show or interactive
experience. Regardless of how novel and
informative graphic content may seem, if it is not
woven into an interesting story it will probably fall
flat. For this reason it is important to involve
media professionals in any serious attempt to
develop entertaining shows for IPT systems. Early
projects will help define successful show
production models and storytelling conventions for
immersive programming.
Passive video playback systems avoid some of the
pitfalls and expense of experimental real-time 3Dbased theaters. Last year Spitz installed their first
ElectricSky™ theater in the town of Watson Lake
within Canada’s Yukon Territory. The Northern
Lights Centre is a unique multi-use, multi-format
special venue theater which employs a partial dome
panorama similar to the ElectricHorizon format.
Feature shows are pre-rendered from 3D computer
graphics, film and video, heavily composited in
post production, and played back from three lineinterpolated NTSC sources. Other activities at the
Centre include licensed DVD films, video game
Our experience has taught us that the rules for IPT
presentations go well beyond those of conventional
media. The possibility of inducing motion
sickness, for instance, requires close attention [11].
While simulator rides exploit this effect, their
duration is seldom more than several minutes. If
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
the desire is to convey information, immersive
visuals might in fact prove to be a distraction in
some cases.
could be more fully exploited for information
communication and navigation.
It is important to characterize edge-blend
performance based on factors such as gamma
linearity and gamma matching between projectors,
color balance, and geometric alignment. It is
difficult to develop specifications for projector
gamma linearity without knowing the sensitivity
of the eye to deviations in linearity for an edgeblended image. Robust test patterns for display
performance testing are required. It would also be
useful to evaluate various projector types for
fundamental limitations in key areas important to
edge-blending such as gamma linearity and color
balance.
Another important issue in the commercialization
of IPT is the development of user-friendly content
production tools. Numerous tools exist for digital
film and video production along with armies of
trained professionals. Visual simulation is a
highly specialized field with only a handful of
experts and specialized software. This is changing,
however, with the advent of real-time 3D computer
games. Immersive multimedia productions will
likely hybridize tools from the film and video,
visual simulation and 3D video game industries.
An immersive production environment would
ideally be capable of handling any input format
including live action film or video, HDTV, and prerendered animations.
A major stumbling block is the lack of innovation
in group interactive paradigms and hardware
interfaces. Perhaps the most interesting work
being done in this area is by Rob Fisher of the
Studio for Creative Inquiry at Carnegie Mellon in
conjunction with Cinematrix. Rob is creating a
new research facility for the purpose of studying the
educational effectiveness of group interactive
technology. Topics include portraits of audience
behavior designed to reveal features like emergent
behavior, group dynamics, nearest neighbor effects,
and changes in response time.
One issue that remains open is the best means for
involving the audience within an interactive,
immersive experience. Pushbutton responders
leave a lot to be desired. Group “majority rules”
interactive experiences are not nearly as compelling
as one-on-one video games. Even
multidimensional controls such as joysticks do not
provide a personal involvement in show outcome.
Early systems will likely employ a trained
navigator or “tour guide” to control the viewpoint
for the audience.
Immersive theaters will never succeed without a
constant stream of compelling content. Quality
content is needed now to demonstrate the viability
of these theaters and to jump-start the market.
Research Topics
Large-scale immersive video-based theaters are
finding applications in numerous special venues
including planetaria. As the installed base of
theaters increases, the need for compelling content
and product developments will increase as will
available funding. University research is expected
to play a major role in the commercialization of
IPT. Therefore this paper concludes with
suggestions for IPT research.
Renaissance painter Leonardo da Vinci considered
natural perspective to be spherical [13]. Currently
images are rendered as view planes and then warped
or mapped to a cylinder or sphere. Practically every
rendering engine in existence is based on planar
perspective projection. It would be interesting to
examine the possibility of a spherical rendering
engine. Such a renderer would operate in polar
coordinates and would require an efficient means of
mapping multi-resolution images to a sphere
[14,15].
IPT opens the doors for unique work in Human
Factors Engineering and Psychophysics. The wide
instantaneous field-of-view provided by IPT can be
used to study the opto-vestibular response and other
phenomena relying on peripheral vision [12]. The
concept of presence may have to be revisited. If
Information Visualization scientists better
understood how the brain processes wide-field
imagery then the increased visual bandwidth of IPT
[1] Ed Lantz, Steve Bryson, David Zeltzer, Mark
Bolas, Bertrand de La Chapelle, and David Bennett,
“The Future of VR: Head Mounted Displays versus
Spatially Immersive Displays,” Computer
Graphics, Annual Conference Proceedings Series,
pp. 485-486, 1996.
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2nd Annual Immersive Projection Technology Workshop, May 11-12, 1998
[2] Ed Lantz, “Future Directions in Visual
Display Systems,” Computer Graphics, 31(2), pp.
38-45, 1997
[12] Gunnar Johansson and Erik Börjesson,
“Toward a New Theory of Vision: Studies in
Wide-Angle Space Perception,” Ecological
Psychology, 1, pp. 301-331, 1989.
[3] Shen Ing, “High Gain Screen Technology,”
Image VI Conference Proceedings, pp. 41-52, July
1992
[13] R. Patteson Kelso, “Perspective Projection:
Artificial and Natural,” Engineering Design
Graphics Journal, Vol. 56, No. 3, pp. 27-35,
1992.
[4] Kevin Arthur, Kamal Hassan, and Hugh
Murray, “Modelling Brightness, Contrast and 3D
Coincidence in Dome Screen Theaters,” 134th
SMPTE Technical Conference Proceedings, pp. 114, November 1992
[14] W. Fetter and C. Wittenberg, “A Progression
of Wide-Angle Display Developments by
Computer Graphics,” Displays, Vol. 5, No. 2, pp.
65-83, 1984
[5] Hemispheric pixel mapping estimate assumes
the image originates from an equidistant polar
format with equal-area pixels spanning the
diameter (representing 180°). For 1 arcminute
resolution, pixel size is 0.5 arcminutes (assuming
ideal Nyquist sampling), requiring a 21,600 pixel
diameter polar file size. Resulting frame contains
466,560 total pixels with 400,500 active pixels.
[15] Gyorgy Fekete, “Rendering and Managing
Spherical Data With Sphere Quadtrees,” IEEE
Visualization ‘90 Proceedings, pp. 176-186, 1990
Ed Lantz is Product Development Manager at
Spitz, Inc. in Chadds Ford, PA. He received the
BS (1982) and MS (1984) degrees in Electrical
Engineering from Tennessee Tech. He led optical
signal processing research at Harris Corp. in
Melbourne, Florida for seven years, after which he
joined the Astronaut Memorial Planetarium and
Observatory in Cocoa, Florida to develop advanced
dome projection and control systems. In 1995 Mr.
Lantz joined Spitz, Inc. to lead the development of
video-based dome display systems leading to
Spitz’s Immersive Visualization Environment
product line. Spitz has manufactured planetaria,
astronomical simulators and dome screens for over
50 years. Mr. Lantz’s interests include spherical
rendering techniques, storytelling in immersive
environments and advanced techniques for group
interactivity.
He is a member of ACM,
SIGGRAPH, IEEE, SPIE, and IPS. Address:
Spitz, Inc., US Route 1, Chadds Ford, PA 19317,
E-mail: elantz@spitzinc.com, Work Phone:
610.459.5200,
Fax: 610.459.3830,
URL:
www.spitzinc.com.
[6] Achievable resolution of film-based systems
depends on a variety of factors including film
stock, exposure, and camera/projector optics.
Between 50 and 150 line-pairs per millimeter are
typical resolution values for film stock.
[7] Theo Mayer, “New Options and
Considerations for Creating Enhanced Viewing
Experiences,” Computer Graphics, 31(2), pp. 3234, 1997
[8] Theo Mayer, “Design considerations and
applications for innovative display options using
projector arrays,” SPIE Proceedings, January 30,
1996.
[9] Laurence J. Thorpe, “HDTV and Film - Issues
of Video Signal Dynamic Range,” SMPTE
Journal, pp. 780-795, October 1991
[10] Ed Lantz and Jon Shaw, “Spatially
Immersive Displays for Group Information
Visualization,” Workshop on New Paradigms in
Information Visualization and Manipulation
(NPIV’96), in conjunction with CIKM 96, pp. 3740, October 1996.
[11] Thomas B. Sheridan and Thomas A. Furness
III, ed., various articles in “Spotlight on Simulator
Sickness”, Presence, Vol. 1, No. 3, 1992.
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