{"title":"多框架VR系统中的混合渲染","authors":"G. Marino, F. Tecchia, D. Vercelli, M. Bergamasco","doi":"10.1109/VR.2009.4811046","DOIUrl":null,"url":null,"abstract":"The work addresses the topic of software integration in the context of complex Virtual Reality applications. We propose a novel method to render in a single graphical context objects handled by separate programs based on different VR frameworks, even when the various applications are running on different machines. Our technique is based on a network rendering architecture, where both origin and destination applications communicate through a set of protocols that deliver compressed graphical instructions and keep the machines synchronized. Existing applications require minimal changes in order to be compatible with our system; in particular we tested the validity of our approach on a number of rendering frameworks (Ogre3D, OpenSceneGraph, Torque, XVR). We believe that our technique can solve many integration burdens typically encountered in practical situations.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Hybrid Rendering in a Multi-framework VR System\",\"authors\":\"G. Marino, F. Tecchia, D. Vercelli, M. Bergamasco\",\"doi\":\"10.1109/VR.2009.4811046\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The work addresses the topic of software integration in the context of complex Virtual Reality applications. We propose a novel method to render in a single graphical context objects handled by separate programs based on different VR frameworks, even when the various applications are running on different machines. Our technique is based on a network rendering architecture, where both origin and destination applications communicate through a set of protocols that deliver compressed graphical instructions and keep the machines synchronized. Existing applications require minimal changes in order to be compatible with our system; in particular we tested the validity of our approach on a number of rendering frameworks (Ogre3D, OpenSceneGraph, Torque, XVR). We believe that our technique can solve many integration burdens typically encountered in practical situations.\",\"PeriodicalId\":433266,\"journal\":{\"name\":\"2009 IEEE Virtual Reality Conference\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-03-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE Virtual Reality Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2009.4811046\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Virtual Reality Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2009.4811046","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The work addresses the topic of software integration in the context of complex Virtual Reality applications. We propose a novel method to render in a single graphical context objects handled by separate programs based on different VR frameworks, even when the various applications are running on different machines. Our technique is based on a network rendering architecture, where both origin and destination applications communicate through a set of protocols that deliver compressed graphical instructions and keep the machines synchronized. Existing applications require minimal changes in order to be compatible with our system; in particular we tested the validity of our approach on a number of rendering frameworks (Ogre3D, OpenSceneGraph, Torque, XVR). We believe that our technique can solve many integration burdens typically encountered in practical situations.