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Multi-Monitor Rendering

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

The Wall and Surround applications allow for immersive panoramic experience by providing multi-monitor rendering capabilities. Both applications enable a separate camera configuration for each of the monitors and support asymmetric viewing frustums. They also feature flexible on-the-fly adjustment to the display position to achieve an optimal viewing angle.

Notice
The Wall and Surround plugins cannot be used in a Qt-based application.

Wall#

The Wall application renders the UNIGINE viewport into the configurable number of windows for an extremely wide field of view of the virtual 3D environment. With it you can create multi-screen walls, deeply immersive VR simulators and multi-dimensional CAVE systems. Wall also allows for compensating for display borders by setting a custom offset view frustum for monitors.

See how to launch Wall application.

Wall with three monitors (3x1 configuration)

Multiple UNIGINE windows with Wall

Surround#

The Surround application enables rendering across three screens simultaneously. See how to launch Surround.

Surround with three monitors

Three monitors with Surround

Viewing Settings#

In Wall and Surround applications the additional Plugin tab is available in the system menu. It is used to set up the field of view for cameras and compensate for monitors' bezel and position relative each other.

FOV

The field of view for all viewports. (The Field of view option is not applicable when Wall or Surround application is run).

Large Field of view
FOV = 60
Small Field of view
FOV = 20
Angle

Allows adjusting the viewing angle for side monitors in Wall and Surround applications.

In Wall application viewports to adjust depend on the chosen configuration. For example, in case of the 3 or 5 monitor configuration, the central viewport is not be affected by this option, while two side viewports can be adjusted to the turning angle of real monitors they are rendered onto.

All monitors are positioned in a straight line
Angle = 0
Side monitors are turned
Angle = 60
Bezel X Compensates for horizontal bezel of monitors. Positive values decrease the viewport space; negative ones increase it (for overlapping).
Bezel Y

Compensates for vertical bezel of monitors. Positive value decrease the viewport space; negative ones increase it (for overlapping).

Notice
This option is available only for Wall applications. However, if there is only one row of monitors, this option is disabled.
Last update: 2022-10-10
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