3D Projection Simulator - Three-Wall UST Room Planner
Compare two three-wall layouts in the same 3m x 3m x 3m image area: the DU615ST with its 0.44 ultra-short-throw lens, or the DU7070 with the 0.30 short-throw lens and motorised lens shift (V +/-35%, H +/-15%). Switch the scheme above the stage and check the mounting points, the four-sided beam pyramids, the wall coverage and the beam crossing in real 3D. The ceiling can sit above the image wall, so the hanger keeps its own clearance. Drag to rotate, switch to top, inside or corner view, and read the interference report below.
How to plan a three-wall immersive room with ultra-short-throw projectors
A three-wall immersive room (a three-side CAVE or corner booth) uses one ultra-short-throw projector per wall. Because an ultra-short-throw lens works at a throw ratio of about 0.44, the projector has to stand only 0.44 x image width away from the wall: a 2.5 m wide image needs roughly 1.1 m of space in front of the wall. In a 3m x 3m x 3m room that gap is a large part of the floor, so the three mounting points, the beam cones and the projectors themselves start to get in each other's way.
The simulator above solves that planning problem the way an integrator would. Set the wall, the position along the wall, the lens height, the throw ratio and the image width, and it computes the throw distance (throw distance = throw ratio x image width), the exact image rectangle on the wall, the wall coverage percentage and the volume where two beams meet. It also reports the shadow that one projector chassis throws into another projector's beam, the chassis-to-chassis clearance, and how much of the image spills over the wall edge or the ceiling.
Three rules of thumb for a 3m room with 0.44 throw-ratio ultra-short-throw projectors: keep the lens at the same height as the centre of the image to avoid keystone correction; keep at least 8 cm between chassis; and remember that a full 3 m wide image needs a 1.32 m setback, which crowds all three projectors towards the middle of the room. In practice a 3m x 3m x 3m room takes images of about 2 m x 1.25 m per wall: smaller images, a bigger room, or staggered mounting heights are the usual answers.
- Coverage: image area ÷ wall area. Each wall is 3 m x 3 m = 9 m², the three walls together 27 m².
- Beam crossing: the light cone is a pyramid from the lens to the image. Two cones cross when their volumes intersect, which wastes light and can wash out a neighbouring screen.
- Shadow: any object between a lens and its wall casts a shadow on that wall's image, including a second projector chassis or a visitor standing inside the booth.
- 100% offset design: the image is thrown entirely above the lens in table mode and entirely below it when the unit is hung upside-down, so the image position is set by the hanger length rather than by lens shift. Vertical keystone correction (+/-15 deg) covers small adjustments, and 11 x 17 grid correction handles corners or uneven walls.
- Manual data: a 100 in 16:10 image (2.154 m x 1.346 m) needs 0.969 m of throw distance, and a 130 in image (2.800 m) needs 1.260 m. Because the offset is 100%, the lens sits level with the image edge, so the image height follows the hanger length - hang the unit higher and the whole image moves with it.