Splash
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For a more complete documentation, go visit the official website.
Splash is a free (as in GPL) modular mapping software. Provided that the user creates a 3D model with UV mapping of the projection surface, Splash will take care of calibrating the videoprojectors (intrinsic and extrinsic parameters, blending and color), and feed them with the input video sources. Splash can handle multiple inputs, mapped on multiple 3D models, and has been tested with up to eight outputs on two graphic cards. It currently runs on a single computer but support for multiple computers is planned. It also runs on some ARM hardware, in particular NVIDIA Jetsons are known to work well with Splash.
Although Splash was primarily targeted toward fulldome mapping and has been extensively tested in this context, it can be used for virtually any surface provided that a 3D model of the geometry is available. Multiple fulldomes have been mapped, either by the authors of this software (two small dome (3m wide) with 4 projectors, a big one (20m wide) with 8 projectors) or by other teams. It has also been tested sucessfully as a more regular video-mapping software to project on buildings, or onto moving objects.
Splash can read videos from various sources amoung which video files (most common format and Hap variations), video input (such as video cameras, capture cards), NDI video feeds, and shmdata (a shared memory library used to make softwares from the SAT Metalab communicate between each others). An addon for Blender is included which allows for exporting draft configurations and update in real-time the meshes.
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.
This program uses external libraries, some of them being bundled in the source code repository (directly or as submodules). They are located in external
, and are not necessarily licensed under GPLv3. Please refer to the respective licenses for details.
See AUTHORS.md
This project can be found either on its official website, on the Gitlab repository or on Github.
This project is made possible thanks to the Society for Arts and Technologies (also known as SAT) as well as the Lab148 cooperative
Splash relies on a few libraries to get the job done. The mandatory libraries are:
Some other libraries are optional:
Also, the Roboto font and the DSEG font family are used and distributed under their respective open source licenses.
By default Splash is built and linked against the libraries included as submodules, but it is possible to force it to use the libraries installed on the system. This is described in the next section.
Splash can be installed from a pre-built package, or compiled by hand. Newcomers are advised to try the packaged version first, and try to compile it if necessary only.
To install from the binary packages, please refer to Splash documentation.
You can also compile Splash by hand, especially if you are curious about its internals or want to tinker with the code (or even, who knows, contribute!). Note that although what follows compiles the develop branch, it is more likely to contain bugs alongside new features / optimizations so if you experience crash you can try with the master branch.
The packages necessary to compile Splash are the following:
If not already installed, add the RPM Fusion additional package repository (needed for some of the following dependencies). This only adds the free repository:
Then install the dependencies:
On Windows, you need to install a development environment to be able to run Splash. Fortunately there are some very nice ones, and for Splash we use MSYS2. Install it as explained on their website, then run MSYS2 UCRT64
from the Start menu. This will give you a terminal with the correct environment to build Splash.
To finalize with the dependencies, you need to install a few ones:
Once everything is installed, you can go on with building Splash. To build and link it against the bundled libraries (note that this will not work on Windows):
Otherwise, to build Splash and link it against the system libraries (this is the path to take on Windows):
You can now try launching Splash:
Once Splash is compiled (see previous subsection), you can install it from the build directory:
On Windows, you can install it like on Linux using the install
build target. But to do things more like they are done on Windows, it is suggested to generate an installation package and then install Splash like any other software. This way it will be available from the Start menu, among other advantages.
First, you need to install the Nullsoft Scriptable Install System (or NSIS), after downloading it from their webpage. This is used by CPack to generate the package. Once installed, run from the build directory:
An installation file named splash-$VERSION-win64.exe
will be generated. Double-click on it from the explorer to run it and install Splash. Once done it can be found in the Start menu, or in C:\Program Files\splash\bin
.
To uninstall Splash when built from sources, you need to do from the very same directory where Splash has been built:
If you want to have access to realtime scheduling within Splash, you need to create a group "realtime", add yourself to it and set some limits:
And if you want the logs to be written to /var/log/splash.log:
Then log out and log back in.
If you want to specify some defaults values for the objects, you can set the environment variable SPLASH_DEFAULTS with the path to a file defining default values for given types. An example of such a file can be found in data/config/splashrc
And that's it, you can move on to the First steps page.
Support for the Wayland display server is partial, and follows the progress of the GLFW library which is used to give a cross-platform way to handle graphic contexts. An example of a current limitation is that if any Splash window is hidden, the whole rendering will be stalled on some Wayland compositors.
To activate it, the SPLASH_USE_WAYLAND
environment variable must be defined, to whichever value. For example, Splash can be run like this:
Contributions are welcome ! See CONTRIBUTING.md and CODE_OF_CONDUCT.md for details.
To learn how to configure and use Splash, the best resource is its official website.