CaveUDK: a VR game engine middleware

Jean-Luc Lugrin, Fred Charles, M. Cavazza, M. Renard, J. Freeman, J. Lessiter
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引用次数: 22

Abstract

Previous attempts at developing immersive versions of game engines have faced difficulties in achieving both overall high performance and preserving reusability of software developments. In this paper, we present a high-level VR middleware based on one of the most successful commercial game engines: the Unreal® Engine 3.0 (UE3). We describe a VR framework implemented as an extension to the Unreal® Development Kit (UDK) supporting CAVE"-like installations. Our approach relies on a distributed architecture reinforced by specific replication patterns to synchronize the user's point of view and interactions within a multi-screen installation. Our performance benchmarks indicated that our immersive port does not affect the game engine performance, even with complex real-time applications, such as fast-paced multiplayer First Person Shooter (FPS) games or high-resolution graphical environments with 2M+ polygons. A user study also demonstrated the capacity of our VR middleware to elicit high spatial presence while maintaining low cybersickness effects. With free distribution, we believe such a platform can support future Entertainment and VR research.
CaveUDK:一个VR游戏引擎中间件
之前开发沉浸式游戏引擎的尝试在实现整体高性能和保持软件开发的可重用性方面遇到了困难。在本文中,我们提出了一个基于最成功的商业游戏引擎之一的高级VR中间件:虚幻引擎3.0 (UE3)。我们描述了一个VR框架,作为虚幻开发工具包(UDK)的扩展,支持类似CAVE的安装。我们的方法依赖于由特定复制模式增强的分布式体系结构,以同步多屏幕安装中的用户观点和交互。我们的性能基准表明,我们的沉浸式移植不会影响游戏引擎的性能,即使是复杂的实时应用,如快节奏多人第一人称射击游戏或具有200多万个多边形的高分辨率图像环境。一项用户研究还表明,我们的VR中间件能够在保持低晕屏效应的同时,引发高空间存在感。通过免费发行,我们相信这样的平台可以支持未来的娱乐和VR研究。
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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