Vertex and geometry shaders use the above transformations to render a depth image to transformed vertices and texture coordinates for a given projector and a given depth camera. Essentially, the shaders render the receiving surface of the projected light, with a texture that is calculated to match...
Generating a complete mip-chain at runtime instead of loading it from a file, by blitting from one mip level, starting with the actual texture image, down to the next smaller size until the lower 1x1 pixel end of the mip chain.
the shaders render the receiving surface of the projected light, with a texture that is calculated to match the ‘user view’ from the user’s point of view, as projected by the projector.