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Immersive Virtual Reality on Commodity Hardware

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Immersive Virtual Reality on Commodity Hardware. Robert G. Belleman ... Motion parallax. Magnetic, optical, acoustic, inertial... Ascension, Polhemus, Isense ... – PowerPoint PPT presentation

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Title: Immersive Virtual Reality on Commodity Hardware


1
Immersive Virtual Reality on Commodity Hardware
  • Robert G. Belleman
  • Section Computational Science
  • Universiteit van Amsterdam
  • Email robbel_at_science.uva.nl

2
Overview
  • Background
  • Project goals
  • Design options
  • Results
  • Conclusions

3
Background SARA
  • Architecture, engineering, biotechnology,
    psychology, medicine.

FOR MORE INFO...
  • SARA homepagehttp//www.sara.nl/

4
Background UvA/SCS
  • Interactive Dynamic Exploration Environments

FOR MORE INFO...
  • Section Computational Science homepagehttp//www
    .science.uva.nl/research/scs/

5
Commercial VR solutions
  • De facto standard in VR SGI/Irix systems
  • High performance graphics
  • Expensive, little flexibility, difficult to scale

6
Project Goals
  • Multi user, immersive VR
  • back-projection screens
  • stereoscopic
  • interaction hand/head tracking
  • High performance, flexible, scalable
  • state of the art hardware
  • readily available

7
Project Goals (continued)
  • Low porting effort
  • availability of (or alternatives to) existing
    software and libraries
  • well established operating system
  • Cost effective

8
Multi user stereoscopic display
  • Projection technology
  • active stereo
  • one projector
  • low demands on screen material
  • expensive glasses
  • interference from environment lighting

9
Multi user stereoscopic display
  • Projection technology
  • passive stereo
  • two projectors or Z screen
  • high demands on screen material
  • cheap glasses
  • viewer must keep head aligned with polarization

10
3D graphics adapters
  • API OpenGL
  • De facto standard developed by SGI
  • Available on most OS
  • Hardware acceleration
  • Now influenced by gaming industry
  • Cheap, readily available
  • Very usable for scientific visualization
  • Important features missing for VR

11
Stereoscopic 3D using X11
  • Quad buffered stereo
  • Left/right, front/back
  • Not always supported by hardware or drivers
  • X11

12
Stereoscopic 3D using X11
  • Two hosts, each with a graphics cards, connected
    by a network
  • Two hosts, two displays
  • Synchronization issues

13
Stereoscopic 3D using X11
  • One host, two graphics cards
  • One hosts, two displays
  • On PCs only one AGP slot!

14
Stereoscopic 3D using X11
  • One host, multi-headed card
  • One host, two screens
  • Requires OS support

15
Stereoscopic 3D using X11
  • One host, one graphics card
  • One host, two windows
  • V-sync doubler (vsync in, 2 x vsync out)
  • Halves vertical resolution

16
Tracking devices
  • Head/hand tracking
  • Motion parallax
  • Magnetic, optical, acoustic, inertial
  • Ascension, Polhemus, Isense
  • Supported by most VR APIs
  • Still very expensive

17
Software availability
18
Linux Immersive Environment
  • Dual P-III architecture
  • Electrohome projector
  • nVidia GeForce graphics
  • Polhemus/Ascension tracking
  • Vsync doubler (top/bottom stereo)

19
Results
  • Performance
  • Visual quality is good
  • Framerate depends on application
  • Price/performance ratio is excellent
  • Experiences
  • Two built, one under construction
  • Porting effort
  • Reasonable

20
Conclusions
  • COTS VR shows great promise
  • Solutions for deficits
  • Better solutions will come RSN
  • Tracking remains biggest problem
  • Compared to commercial solutions
  • Competitive performance
  • Better price/performance ratio
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