Virtual reality performance for virtual geometry

R. A. Cross, A. Hanson
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引用次数: 20

Abstract

We describe the theoretical and practical visualization issues solved in the implementation of an interactive real-time four-dimensional geometry interface for the CAVE, an immersive virtual reality environment. While our specific task is to produce a "virtual geometry" experience by approximating physically correct rendering of manifolds embedded in four dimensions, the general principles exploited by our approach reflect requirements common to many immersive virtual reality applications, especially those involving volume rendering. Among the issues we address are the classification of rendering tasks, the specialized hardware support required to attain interactivity, specific techniques required to render 4D objects, and interactive methods appropriate for our 4D virtual world application.<>
虚拟几何的虚拟现实性能
我们描述了在实现沉浸式虚拟现实环境CAVE的交互式实时四维几何界面时所解决的理论和实际可视化问题。虽然我们的具体任务是通过接近四维流形的物理正确渲染来产生“虚拟几何”体验,但我们的方法所利用的一般原则反映了许多沉浸式虚拟现实应用程序的共同要求,特别是那些涉及体渲染的应用程序。我们解决的问题包括渲染任务的分类,实现交互性所需的专用硬件支持,渲染4D对象所需的特定技术,以及适合我们的4D虚拟世界应用程序的交互方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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