REFERENCE LIBRARY

Projection knowledge, without the marketing fog.

Long-form guides for the things that actually determine the image: light, black level, optics, HDR, colour, screen geometry, masking and the room itself.

01

Projector contrast: native, sequential and ANSI

Understand black level, on/off contrast, dynamic contrast, intra-scene/ANSI behaviour, ADL and why room surfaces can change everything.

02

How bright should a home cinema projector be?

Move beyond lumens: calculate screen nits, understand 100/150/300-nit HDR targets, DCI HDR context and the value of brightness reserve.

03

DLP vs D-ILA vs SXRD vs 3LCD

A substantial guide to micromirrors, LCoS and three-panel LCD: contrast, convergence, colour architecture and where each technology fits.

04

RGB laser vs laser phosphor projectors

How the light source changes gamut, efficiency, brightness, speckle and the engineering of a modern cinema projector.

05

HDR on a projector: what actually matters

PQ, HDR10, HLG, peak luminance, black floor, colour volume and why a projection system must tone-map HDR intelligently.

06

Dynamic tone mapping for projection

Projector DTM versus external processing, measured screen luminance, frame-by-frame mapping, calibration and avoiding double tone mapping.

07

Projector lenses, throw ratio and lens shift

Integrated and interchangeable lenses, UST through long throw, zoom, shift, lens memories, anamorphic optics and real installation design.

08

CinemaScope, 2:1 and 16:9 screens

Constant height, constant width and the increasingly useful 2:1 middle ground - plus brightness, optics and processing consequences.

09

Projection screen masking

Why masking changes perceived contrast, the difference between side/top-bottom/four-way systems and how processors can automate it.

10

Screen gain and projector brightness

How screen gain changes luminance, viewing cone, uniformity and the light budget of acoustically transparent cinema screens.

11

Projector heat, noise and projection-room design

Cooling, hush boxes, airflow, BTU loads and service access for serious high-output projection.

12

Native 4K vs pixel shifting

What native resolution, pixel shifting and perceived resolution actually mean in modern projector design.

13

Rec.2020, DCI-P3 and projector colour gamut

A visual colour-space guide covering Rec.709, P3/P3-D65, Rec.2020, gamut area, colour volume and RGB laser.

14

Designing a room around the projector

Coordinate screen geometry, projector position, ventilation, reflectivity, cable routes and service access before construction is fixed.

15

Projector frame rates: 24p, 60p and 4K120 explained

Why cinema is still 24p, what higher frame rates change, and when HDMI 2.1 / 4K120 actually matters.