拦截标签:增强基于拦截的系统

David J. Zielinski, Regis Kopper, Ryan P. McMahan, Wenjie Lu, S. Ferrari
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引用次数: 5

摘要

在一些虚拟现实(VR)系统中,OpenGL拦截方法用于在沉浸式显示中捕获和渲染桌面应用程序的OpenGL调用。由于网络带宽限制、拦截例程的实现以及在某些情况下被拦截的应用程序的帧速率,这些系统经常遭受较低的帧速率。为了缓解这些问题并以其他方式增强基于拦截的系统,我们提出了拦截标签,这是OpenGL几何图形,它被解释而不是渲染。我们已经确定并开发了拦截标记的几种用途,包括交接交互、显示技术和视觉增强。为了证明拦截标签的价值,我们进行了一项用户研究,以比较使用和不使用拦截标签实现的简单虚拟手技术。我们的研究结果表明,拦截标签显著提高了用户的性能和体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Intercept tags: enhancing intercept-based systems
In some virtual reality (VR) systems, OpenGL intercept methods are used to capture and render a desktop application's OpenGL calls within an immersive display. These systems often suffer from lower frame rates due to network bandwidth limitations, implementation of the intercept routine, and in some cases, the intercepted application's frame rate. To mitigate these issues and to enhance intercept-based systems in other ways, we present intercept tags, which are OpenGL geometries that are interpreted instead of rendered. We have identified and developed several uses for intercept tags, including hand-off interactions, display techniques, and visual enhancements. To demonstrate the value of intercept tags, we conducted a user study to compare a simple virtual hand technique implemented with and without intercept tags. Our results show that intercept tags significantly improve user performance and experience.
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