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Virtual reality performance for virtual geometry

机译:虚拟几何的虚拟现实性能

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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.
机译:我们描述了在沉浸式虚拟现实环境CAVE的交互式实时4维几何图形界面的实现中解决的理论和实践可视化问题。虽然我们的特定任务是通过近似物理地正确地嵌入四个维度的歧管渲染来产生“虚拟几何”体验,但是我们的方法所利用的一般原理反映了许多沉浸式虚拟现实应用程序(尤其是涉及体积渲染的应用程序)所共有的要求。我们要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4D虚拟世界应用程序的交互方法。

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