| Priority rendering with a virtual reality address recalculation pipeline |
| Full text |
Pdf
(146 KB),
Ps
(1.62 MB)
|
| Source
|
International Conference on Computer Graphics and Interactive Techniques
archive
Proceedings of the 21st annual conference on Computer graphics and interactive techniques
table of contents
Pages: 155 - 162
Year of Publication: 1994
ISBN:0-89791-667-0
|
|
Authors
|
|
Matthew Regan
|
Monash University, Department of Computer Science, Monash University, Wellington Rd, Clayton, Victoria 3168, Australia
|
|
Ronald Pose
|
Monash University, Department of Computer Science, Monash University, Wellington Rd, Clayton, Victoria 3168, Australia
|
|
| Sponsor |
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 5, Downloads (12 Months): 46, Citation Count: 37
|
|
|
ABSTRACT
Virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. An address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. As a result the user perceived latency to head rotations is minimal.Using such a controller with image composition it is possible to render different objects within the world at different rate, thus it is possible to concentrate the available rendering power on the sections of the scene that change the most. The concentration of rendering power is known as priority rendering. Reductions of one order of magnitude in the number of objects rendered for an entire scene have been observed when using priority rendering. When non interactive background scenes which are rendered with a high quality rendering algorithm such as ray tracing are added to the world, highly realistic virtual worlds are possible with little or no latency.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
|
 |
2
|
|
 |
3
|
|
 |
4
|
Henry Fuchs , John Poulton , John Eyles , Trey Greer , Jack Goldfeather , David Ellsworth , Steve Molnar , Greg Turk , Brice Tebbs , Laura Israel, Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories, Proceedings of the 16th annual conference on Computer graphics and interactive techniques, p.79-88, July 1989
|
| |
5
|
Hettinger, Lawrence and Riccio, Gary. Visually Induced Motion Sickness in Virtual Reality Systems: Implications for training and Mission Rehearsal, Presented at a DoD sponsored Inter agency Tech Simulation, 1-3 Oct, 1991.
|
| |
6
|
Lipton, L. Temporal Artefacts in Field-Sequential Stereoscopic Displays. Proceedings of SID '91 (Anaheim, California, May 6-10, 1991). In Proceedings of the SID 22 (May 1991), 834-835.
|
| |
7
|
|
| |
8
|
Molnar, Steven and Fuchs, Henry. Advanced Raster Graphics Architectures. Chapter 18, Computer Graphics, Foley and VanDam, 872-873.
|
| |
9
|
Regan, Matthew and Pose, Ronald. A Low Latency Virtual Reality Display System. Tech Report 166, Department of Computer Science, Monash University . September 1992.
|
| |
10
|
Regan, Matthew and Pose, Ronald. An Interactive Graphics Display Architecture. Proceedings of IEEE Virtual Reality Annual International Synposium. (18-22 September 1993, Seattle USA), 293-299.
|
| |
11
|
|
 |
12
|
|
CITED BY 37
|
|
|
|
|
|
|
|
Baoquan Chen , J. Edward Swan, II , Eddy Kuo , Arie Kaufman, LOD-sprite technique for accelerated terrain rendering, Proceedings of the conference on Visualization '99: celebrating ten years, p.291-298, October 1999, San Francisco, California, United States
|
|
|
|
|
|
Marcello Carrozzino , Franco Tecchia , Claudia Falcioni , Massimo Bergamasco, Image caching algorithms and strategies for real time rendering of complex virtual environments, Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation, November 05-07, 2001, Camps Bay, Cape Town, South Africa
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Rudrajit Samanta , Jiannan Zheng , Thomas Funkhouser , Kai Li , Jaswinder Pal Singh, Load balancing for multi-projector rendering systems, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.107-116, August 08-09, 1999, Los Angeles, California, United States
|
|
|
|
|
|
Marc Olano , Jon Cohen , Mark Mine , Gary Bishop, Combatting rendering latency, Proceedings of the 1995 symposium on Interactive 3D graphics, p.19-ff., April 09-12, 1995, Monterey, California, United States
|
|
|
|
|
|
|
|
|
Marco C. Jacobs , Mark A. Livingston , Andrei State, Managing latency in complex augmented reality systems, Proceedings of the 1997 symposium on Interactive 3D graphics, p.49-ff., April 27-30, 1997, Providence, Rhode Island, United States
|
|
|
|
|
|
|
|
|
|
|
|
William R. Mark , Leonard McMillan , Gary Bishop, Post-rendering 3D warping, Proceedings of the 1997 symposium on Interactive 3D graphics, p.7-ff., April 27-30, 1997, Providence, Rhode Island, United States
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Yang-Wai Chow , Ronald Pose , Matthew Regan , James Phillips, Human visual perception of region warping distortions, Proceedings of the 29th Australasian Computer Science Conference, p.217-226, January 16-19, 2006, Hobart, Australia
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Diego Nehab , Pedro V. Sander , Jason Lawrence , Natalya Tatarchuk , John R. Isidoro, Accelerating real-time shading with reverse reprojection caching, Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware, August 04-05, 2007, San Diego, California
|
|
|
|
|
|
|
|