{"id":24384,"date":"2026-01-26T14:00:51","date_gmt":"2026-01-26T14:00:51","guid":{"rendered":"https:\/\/matrix-works.eu\/?page_id=24384"},"modified":"2026-02-16T11:32:06","modified_gmt":"2026-02-16T11:32:06","slug":"mise-en-oeuvre-du-chevauchement-des-geometries","status":"publish","type":"page","link":"https:\/\/matrix-works.eu\/fr\/geometry-overlap-implementation\/","title":{"rendered":"Mise en \u0153uvre de la g\u00e9om\u00e9trie et du chevauchement"},"content":{"rendered":"\t\t<div data-elementor-type=\"wp-page\" data-elementor-id=\"24384\" class=\"elementor elementor-24384\" data-elementor-post-type=\"page\">\n\t\t\t\t<div class=\"elementor-element elementor-element-f907a3c e-flex e-con-boxed e-con e-parent\" data-id=\"f907a3c\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t\t<div class=\"e-con-inner\">\n\t\t\t\t<div class=\"elementor-element elementor-element-2381355 elementor-widget elementor-widget-heading\" data-id=\"2381355\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h1 class=\"elementor-heading-title elementor-size-default\">Geometry &amp; Overlap Implementation<\/h1>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-02f02cd elementor-widget elementor-widget-heading\" data-id=\"02f02cd\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h4 class=\"elementor-heading-title elementor-size-default\">Why Warp and Edge Blending belongs to the same responsible Technical Layer<\/h4>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-d9948eb elementor-widget elementor-widget-heading\" data-id=\"d9948eb\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Summary<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-10bcbba elementor-widget elementor-widget-text-editor\" data-id=\"10bcbba\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p>In multi-projector systems, geometry correction and edge blending are not independent features. Together, they define how multiple projection devices behave as a single, continuous visual surface. Because geometry alignment and overlap behavior affect the entire canvas, these functions must be resolved at the system level rather than handled independently inside individual projectors. Once system scale increases, per-device correction leads to cumulative error, drift, and inconsistent visual behavior over time.<\/p><p>This is why geometry and overlap are typically implemented as part of <a href=\"https:\/\/matrix-works.eu\/technical-layer\/\">a dedicated processing layer<\/a> that enforces consistent, repeatable behavior across all outputs. By fixing alignment and blending logic at the system level, long-term visual continuity becomes predictable rather than dependent on device state or recalibration.<\/p><p>This page examines how geometry and overlap are implemented in practice within <a href=\"https:\/\/matrix-works.eu\/multi-projector-display-systems\/\">multi-projector systems,<\/a> focusing on responsibility placement and long-term system behavior.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-bac4875 elementor-widget elementor-widget-heading\" data-id=\"bac4875\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Who This Page Is For<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-0229d17 elementor-widget elementor-widget-text-editor\" data-id=\"0229d17\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p data-start=\"423\" data-end=\"637\">This page is written for system architects, simulation engineers, and technical decision-makers responsible for <strong data-start=\"535\" data-end=\"570\">multi-projector display systems<\/strong> where geometry accuracy and long-term stability matter, including:<\/p><ul><li data-start=\"641\" data-end=\"684\">Curved and wrap-around projection screens<\/li><li data-start=\"687\" data-end=\"725\">Simulation and training environments<\/li><li data-start=\"728\" data-end=\"789\">Permanent immersive installations and visualization centers<\/li><\/ul><p data-start=\"791\" data-end=\"947\">If your responsibility extends beyond first-day alignment to <strong data-start=\"852\" data-end=\"886\">long-term predictable behavior<\/strong>, this page explains where geometry responsibility must live.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-605f84a elementor-widget elementor-widget-heading\" data-id=\"605f84a\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">The Root Problem: Geometry, Blending and Overlap, are often treated as separated functions, Not a Responsibility<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-5d9f420 elementor-widget elementor-widget-text-editor\" data-id=\"5d9f420\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p data-start=\"1034\" data-end=\"1136\">In many projection systems, geometry correction and edge blending are treated as separate setup tasks:<\/p><ul><li data-start=\"1140\" data-end=\"1187\"><strong data-start=\"1140\" data-end=\"1148\">Warp<\/strong> is used to make images fit a surface<\/li><li data-start=\"1190\" data-end=\"1234\"><strong data-start=\"1190\" data-end=\"1207\">Edge blending<\/strong> is used to hide overlaps<\/li><\/ul><p data-start=\"1236\" data-end=\"1297\">This approach assumes geometry can be continuously corrected.<\/p><p data-start=\"1299\" data-end=\"1339\">In practice, it creates fragile systems:<\/p><ul><li data-start=\"1342\" data-end=\"1387\">Geometry could shift after maintenance or reboot<\/li><li data-start=\"1390\" data-end=\"1436\">Overlap alignment changes after source swaps<\/li><li data-start=\"1439\" data-end=\"1492\">Visual continuity depends on repeated recalibration<\/li><\/ul><p data-start=\"1494\" data-end=\"1577\">The issue is rarely accuracy. It is <strong data-start=\"1532\" data-end=\"1576\">where geometry responsibility is defined<\/strong>.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-0c36be4 elementor-widget elementor-widget-heading\" data-id=\"0c36be4\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"heading.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t<h2 class=\"elementor-heading-title elementor-size-default\">Geometry as a System-Level Contract<\/h2>\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-d82328a elementor-widget elementor-widget-text-editor\" data-id=\"d82328a\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<p data-start=\"1624\" data-end=\"1705\">In a stable multi-projector system, geometry must behave as a <strong data-start=\"1686\" data-end=\"1704\">fixed contract<\/strong>:<\/p><ul><li data-start=\"1709\" data-end=\"1772\">The mapping between pixels and physical space is defined once<\/li><li data-start=\"1775\" data-end=\"1822\">All projectors follow the same geometry model<\/li><li data-start=\"1825\" data-end=\"1873\">Downstream devices do not reinterpret geometry<\/li><\/ul><p data-start=\"1875\" data-end=\"1984\">This contract cannot live only in calibration tools or device menus. It must live in a <strong data-start=\"1964\" data-end=\"1983\">technical layer<\/strong>.<\/p><blockquote><p data-start=\"1875\" data-end=\"1984\"><strong>Definition \u2014 Geometry Contract<\/strong><br \/>The <strong>geometry contract<\/strong> is the fixed mapping from pixels to physical space across all projectors in a system. It is owned by the <strong>Technical Layer<\/strong>, not by individual projectors. Warp defines the geometry; edge blending preserves continuity <strong>within<\/strong> that geometry.<\/p><\/blockquote>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t<div class=\"elementor-element elementor-element-cabf611 e-con-full e-flex e-con e-child\" data-id=\"cabf611\" data-element_type=\"container\" data-e-type=\"container\">\n\t\t\t\t<div class=\"elementor-element elementor-element-bd18b61 elementor-widget elementor-widget-text-editor\" data-id=\"bd18b61\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<h2 data-start=\"1991\" data-end=\"2054\">Warp (Geometry adjustment) and Edge Blending: Two Sides of the Same Responsibility<\/h2>\n<p data-start=\"2056\" data-end=\"2162\">Warp and edge blending are often described as separate functions. Architecturally, they are inseparable.<\/p>\n<ul>\n<li data-start=\"2166\" data-end=\"2193\"><strong data-start=\"2166\" data-end=\"2191\">Warp defines geometry<\/strong><\/li>\n<li data-start=\"2196\" data-end=\"2255\"><strong data-start=\"2196\" data-end=\"2255\">Edge blending preserves continuity within that geometry<\/strong><\/li>\n<\/ul>\n<p data-start=\"2257\" data-end=\"2349\">Blending does not define geometry. It assumes geometry has already been defined correctly. Separating the two fragments responsibility and leads to:<\/p>\n<ul>\n<li data-start=\"2411\" data-end=\"2428\">Alignment drift<\/li>\n<li data-start=\"2431\" data-end=\"2456\">Overlapping corrections<\/li>\n<li data-start=\"2459\" data-end=\"2493\">Unpredictable long-term behavior<\/li>\n<\/ul>\n<p data-start=\"2495\" data-end=\"2526\">A technical layer unifies both, so:<\/p>\n<ul>\n<li data-start=\"2529\" data-end=\"2555\">Geometry is defined once<\/li>\n<li data-start=\"2558\" data-end=\"2585\">Overlap behavior is fixed<\/li>\n<li data-start=\"2588\" data-end=\"2637\">The system behaves the same after every restart<\/li>\n<\/ul>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-f4abbbe elementor-widget elementor-widget-text-editor\" data-id=\"f4abbbe\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<h2 data-start=\"2644\" data-end=\"2708\">Defining Geometry and Overlap in a Technical Layer vs. Projector-Built-In Geometry<\/h2><h3 data-start=\"2709\" data-end=\"2759\">A Difference in Responsibility, Not Capability<\/h3><p data-start=\"2803\" data-end=\"2945\">Some projectors include powerful built-in geometry and warping tools. From a feature perspective, these tools can appear sufficient. The fundamental difference between projector-built-in geometry and using <strong data-start=\"3020\" data-end=\"3061\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">GeoBox<\/span><\/span><\/strong> as a technical layer is <strong data-start=\"3086\" data-end=\"3103\">not about performance, <\/strong>but is <strong data-start=\"3112\" data-end=\"3142\">where responsibility lives<\/strong>.<\/p><h3 data-start=\"3150\" data-end=\"3181\">Projector-Built-In Geometry<\/h3><p data-start=\"3183\" data-end=\"3251\">When geometry and blending are handled inside individual projectors:<\/p><ul><li data-start=\"3255\" data-end=\"3291\">Geometry is defined <strong data-start=\"3275\" data-end=\"3289\">per device<\/strong><\/li><li data-start=\"3294\" data-end=\"3345\">Each projector becomes its own geometry authority<\/li><li data-start=\"3406\" data-end=\"3470\">Geometry may be reinterpreted after firmware updates or resets<\/li><\/ul><p data-start=\"3472\" data-end=\"3484\">As a result:<\/p><ul><li data-start=\"3487\" data-end=\"3550\">Multi-projector systems behave as loosely coordinated devices<\/li><li data-start=\"3604\" data-end=\"3659\">Replacing or servicing a projector redefines geometry<\/li><\/ul><p data-start=\"3661\" data-end=\"3697\">This approach can be acceptable for:<\/p><ul><li data-start=\"3700\" data-end=\"3734\">Smaller scale installations<\/li><li data-start=\"3737\" data-end=\"3783\">Temporary installation or environments where recalibration is expected<\/li><\/ul><p data-start=\"3785\" data-end=\"3838\">But it scales poorly in complex or permanent systems.<\/p><h3 data-start=\"3845\" data-end=\"3889\">GeoBox as a System-Level Technical Layer for Geometry and Overlap<\/h3><p data-start=\"3891\" data-end=\"3939\">When geometry and overlap are handled in one technical layer:<\/p><ul><li data-start=\"3943\" data-end=\"4001\">Geometry is defined <strong data-start=\"3963\" data-end=\"3971\">once<\/strong>, upstream of all projectors<\/li><li data-start=\"4004\" data-end=\"4052\">All projectors receive already-prepared images:\u00a0 precisely cropped, scaled and rotated.<\/li><li data-start=\"4055\" data-end=\"4110\">Projectors no longer reinterpret or redefine geometry<\/li><li data-start=\"4113\" data-end=\"4164\">Optical variations are tolerated, not relied upon<\/li><\/ul><p data-start=\"4166\" data-end=\"4187\">In this architecture:<\/p><ul><li data-start=\"4190\" data-end=\"4240\">The <strong data-start=\"4194\" data-end=\"4204\">system<\/strong>, not the projector, owns geometry<\/li><li data-start=\"4243\" data-end=\"4289\">All outputs follow the same <strong>spatial contract<\/strong><\/li><li data-start=\"4292\" data-end=\"4342\">Replacing a projector does not redefine geometry<\/li><li data-start=\"4345\" data-end=\"4405\">Behavior remains consistent across reboots and maintenance<\/li><\/ul><p data-start=\"4407\" data-end=\"4468\">Projectors become <strong data-start=\"4425\" data-end=\"4442\">light engines<\/strong>, not geometry processors.<\/p><h3 data-start=\"4475\" data-end=\"4526\">Why This Matters in Curved and Immersive Systems<\/h3><p data-start=\"4528\" data-end=\"4584\">On flat screens, small geometry errors may be tolerable. On curved or wrap-around surfaces:<\/p><ul><li data-start=\"4623\" data-end=\"4664\">Small errors become immediately visible<\/li><li data-start=\"4667\" data-end=\"4696\">Continuity breaks immersion<\/li><li data-start=\"4699\" data-end=\"4738\">Manual correction becomes impractical<\/li><\/ul><p data-start=\"4740\" data-end=\"4853\">This is why curved projection systems <strong data-start=\"4778\" data-end=\"4820\">force geometry responsibility upstream<\/strong>, before images reach projectors.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-09053e2 elementor-widget elementor-widget-text-editor\" data-id=\"09053e2\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<h2 data-start=\"415\" data-end=\"480\">When Geometry and Overlap Are Pushed Into Content Preparation<\/h2><p data-start=\"482\" data-end=\"646\">In many large display projects, geometry and overlap challenges are not resolved at the display system level, but instead shifted upstream into content preparation. This typically takes the form of <strong data-start=\"681\" data-end=\"706\">content pre-splitting<\/strong>, where segmentation boundaries, overlap regions, and alignment assumptions are embedded directly into the content files. The underlying assumption is that precise content preparation can compensate for physical installation variability.<\/p><p data-start=\"947\" data-end=\"1345\">In practice, this approach introduces structural risk rather than stability. Once geometry and overlap responsibilities are encoded in content, even minor on-site deviations\u2014such as projector position adjustments or surface tolerances\u2014can invalidate the content itself. This increases rework, amplifies synchronization sensitivity, and tightly couples creative assets to a single physical layout.<\/p><p data-start=\"1347\" data-end=\"1490\">Rather than solving geometry and overlap, content pre-splitting demonstrates <strong data-start=\"1424\" data-end=\"1489\">why these responsibilities cannot reside in the content layer<\/strong>. See <span style=\"color: #0000ff;\"><a style=\"color: #0000ff;\" href=\"https:\/\/matrix-works.eu\/knowledge-base\/why-content-pre-splitting-fails-in-large-display-systems\/\">\u2192 <em data-start=\"1494\" data-end=\"1552\">Why Content Pre-Splitting Fails in Large Display Systems<\/em><\/a><\/span><\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<div class=\"elementor-element elementor-element-ff7444e elementor-widget elementor-widget-text-editor\" data-id=\"ff7444e\" data-element_type=\"widget\" data-e-type=\"widget\" data-widget_type=\"text-editor.default\">\n\t\t\t\t<div class=\"elementor-widget-container\">\n\t\t\t\t\t\t\t\t\t<h2 data-start=\"4934\" data-end=\"4989\">Why GeoBox Hardware-Based (FPGA) design Strengthens System Trust<\/h2><p data-start=\"4991\" data-end=\"5073\">Software-based geometry correction offers flexibility, but introduces variability:<\/p><ul><li data-start=\"5076\" data-end=\"5091\">OS scheduling<\/li><li data-start=\"5094\" data-end=\"5114\">GPU driver changes<\/li><li data-start=\"5117\" data-end=\"5147\">Application state dependency<\/li><\/ul><p data-start=\"5149\" data-end=\"5191\">A hardware-based technical layer provides:<\/p><ul><li data-start=\"5194\" data-end=\"5232\">A fixed geometry processing pipeline<\/li><li data-start=\"5235\" data-end=\"5264\">Predictable timing behavior<\/li><li data-start=\"5267\" data-end=\"5306\">Repeatable spatial accuracy over time<\/li><\/ul><p data-start=\"5308\" data-end=\"5369\">This does not maximize flexibility. It maximizes <strong data-start=\"5359\" data-end=\"5368\">trust<\/strong>.<\/p><h2 data-start=\"5376\" data-end=\"5427\">Relationship to the Technical Layer Architecture<\/h2><p data-start=\"5429\" data-end=\"5523\">This page describes how <strong data-start=\"5453\" data-end=\"5480\">geometry responsibility<\/strong> is implemented in multi-projector systems.<\/p><p data-start=\"5525\" data-end=\"5569\">The same architectural principle applies to:<\/p><ul><li data-start=\"5572\" data-end=\"5618\">3D display systems (eye geometry and timing), see [<strong><a href=\"https:\/\/matrix-works.eu\/3d-display-systems-implementation\/\">3D Display Systems Implementation]<\/a><\/strong><\/li><li data-start=\"5621\" data-end=\"5661\">LED and non-standard geometry displays see <strong>[<a href=\"https:\/\/matrix-works.eu\/why-led-walls-dont-fail-during-installation-but-after-calibration\/\">Why LED Walls Don\u2019t Fail During Installation, but After Calibration]<\/a><\/strong><\/li><li data-start=\"5664\" data-end=\"5707\">High-resolution multi-output environments<\/li><\/ul><p data-start=\"5709\" data-end=\"5758\">For the core architectural definition, go to\u00a0 <span style=\"color: #0000ff;\">[<a style=\"color: #0000ff;\" href=\"https:\/\/matrix-works.eu\/technical-layer\/\">Technical Layer Overview<\/a>]<\/span><\/p><h2 data-start=\"5709\" data-end=\"5758\"><br data-start=\"5790\" data-end=\"5793\" \/>Key Takeaway<\/h2><p data-start=\"5857\" data-end=\"5906\">Warp and edge blending are not separate features.<\/p><p data-start=\"5908\" data-end=\"5956\">They are two aspects of the same responsibility:<\/p><blockquote data-start=\"5957\" data-end=\"6024\"><p data-start=\"5959\" data-end=\"6024\"><strong data-start=\"5959\" data-end=\"6024\">Defining and preserving geometry as a stable system contract.<\/strong><\/p><\/blockquote><p data-start=\"6026\" data-end=\"6129\">Projector-built-in tools adjust devices individually. A technical layer defines how the <strong data-start=\"6103\" data-end=\"6120\">entire system<\/strong> behaves. That difference is architectural, and it determines whether a multi-projector system remains reliable over time. For completed overview about multi-projector systems, go to<span style=\"color: #0000ff;\"><strong><a style=\"color: #0000ff;\" href=\"https:\/\/matrix-works.eu\/multi-projector-display-systems\/\"> [Multi-Projector Systems]<\/a><\/strong><\/span>.<\/p>\t\t\t\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t","protected":false},"excerpt":{"rendered":"<p>Geometry &amp; Overlap Implementation Why Warp and Edge Blending belongs to the same responsible Technical Layer Summary In multi-projector systems, geometry correction and edge blending are not independent features. Together, they define how multiple projection devices behave as a single, continuous visual surface. Because geometry alignment and overlap behavior affect the entire canvas, these functions [&hellip;]<\/p>\n","protected":false},"author":4,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"ocean_post_layout":"","ocean_both_sidebars_style":"","ocean_both_sidebars_content_width":0,"ocean_both_sidebars_sidebars_width":0,"ocean_sidebar":"","ocean_second_sidebar":"","ocean_disable_margins":"enable","ocean_add_body_class":"","ocean_shortcode_before_top_bar":"","ocean_shortcode_after_top_bar":"","ocean_shortcode_before_header":"","ocean_shortcode_after_header":"","ocean_has_shortcode":"","ocean_shortcode_after_title":"","ocean_shortcode_before_footer_widgets":"","ocean_shortcode_after_footer_widgets":"","ocean_shortcode_before_footer_bottom":"","ocean_shortcode_after_footer_bottom":"","ocean_display_top_bar":"default","ocean_display_header":"default","ocean_header_style":"","ocean_center_header_left_menu":"","ocean_custom_header_template":"","ocean_custom_logo":0,"ocean_custom_retina_logo":0,"ocean_custom_logo_max_width":0,"ocean_custom_logo_tablet_max_width":0,"ocean_custom_logo_mobile_max_width":0,"ocean_custom_logo_max_height":0,"ocean_custom_logo_tablet_max_height":0,"ocean_custom_logo_mobile_max_height":0,"ocean_header_custom_menu":"","ocean_menu_typo_font_family":"","ocean_menu_typo_font_subset":"","ocean_menu_typo_font_size":0,"ocean_menu_typo_font_size_tablet":0,"ocean_menu_typo_font_size_mobile":0,"ocean_menu_typo_font_size_unit":"px","ocean_menu_typo_font_weight":"","ocean_menu_typo_font_weight_tablet":"","ocean_menu_typo_font_weight_mobile":"","ocean_menu_typo_transform":"","ocean_menu_typo_transform_tablet":"","ocean_menu_typo_transform_mobile":"","ocean_menu_typo_line_height":0,"ocean_menu_typo_line_height_tablet":0,"ocean_menu_typo_line_height_mobile":0,"ocean_menu_typo_line_height_unit":"","ocean_menu_typo_spacing":0,"ocean_menu_typo_spacing_tablet":0,"ocean_menu_typo_spacing_mobile":0,"ocean_menu_typo_spacing_unit":"","ocean_menu_link_color":"","ocean_menu_link_color_hover":"","ocean_menu_link_color_active":"","ocean_menu_link_background":"","ocean_menu_link_hover_background":"","ocean_menu_link_active_background":"","ocean_menu_social_links_bg":"","ocean_menu_social_hover_links_bg":"","ocean_menu_social_links_color":"","ocean_menu_social_hover_links_color":"","ocean_disable_title":"default","ocean_disable_heading":"default","ocean_post_title":"","ocean_post_subheading":"","ocean_post_title_style":"","ocean_post_title_background_color":"","ocean_post_title_background":0,"ocean_post_title_bg_image_position":"","ocean_post_title_bg_image_attachment":"","ocean_post_title_bg_image_repeat":"","ocean_post_title_bg_image_size":"","ocean_post_title_height":0,"ocean_post_title_bg_overlay":0.5,"ocean_post_title_bg_overlay_color":"","ocean_disable_breadcrumbs":"default","ocean_breadcrumbs_color":"","ocean_breadcrumbs_separator_color":"","ocean_breadcrumbs_links_color":"","ocean_breadcrumbs_links_hover_color":"","ocean_display_footer_widgets":"default","ocean_display_footer_bottom":"default","ocean_custom_footer_template":"","footnotes":""},"class_list":["post-24384","page","type-page","status-publish","hentry","entry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v27.4 (Yoast SEO v27.4) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Geometry and Overlap in Multi-Projector Systems - MatrixWorks Europe<\/title>\n<meta name=\"description\" content=\"Discover the benefits of resolving geometry and overlap at the system level for reliable multi-projector visual displays.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/matrix-works.eu\/fr\/mise-en-oeuvre-du-chevauchement-des-geometries\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Geometry &amp; 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