Occlusion Detection
Occlusion detection reveals where objects, trusses, people, or other projectors block the light path between a projector and its target surface โ before you discover the problem during setup.
How it works
The occlusion engine uses GPU-based depth mapping. For each projector, a depth map is rendered from the projector's point of view. Any surface pixel that falls behind an obstacle in that depth map is marked as occluded.
This means occlusion is calculated per-pixel and per-projector, so you can see exactly which part of the projected image is blocked and by which object.
Enabling occlusion
Occlusion is computed automatically whenever Analysis mode is active. Occluded areas appear as a distinct overlay colour (dark grey or hatched pattern) on top of the photometric heatmap.
To view occlusion in isolation, toggle off the Brightness layer and leave only the Occlusion layer enabled in the analysis toolbar.
Interpreting the results
| Colour | Meaning |
|---|---|
| Normal heatmap | Unobstructed projection |
| Dark grey / hatched | Occluded โ projector light does not reach this area |
Hover an occluded pixel to see which projector is blocked and by which scene object.
Common occlusion sources
- Trusses โ rigging bars passing in front of the throw path
- Other projectors โ projectors mounted in front of each other in a linear array
- Scene objects โ columns, walls, stage props or obstacles added to model the venue
- LED walls โ opaque panels that block throw from projectors behind them
Fixing occlusion
After identifying an occluded area you can:
- Adjust the projector's position or angle to clear the obstacle
- Reposition the blocking object
- Add another projector to cover the blocked zone
- Document the occlusion in the PDF report as a known constraint
Performance note
Occlusion depth maps are computed on the GPU. Adding many complex 3D objects to the scene increases GPU memory usage. See Requirements.