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Priority rendering with a virtual reality address recalculation pipeline
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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
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 5,   Downloads (12 Months): 46,   Citation Count: 37
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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.

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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.
 
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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.
 
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Molnar, Steven and Fuchs, Henry. Advanced Raster Graphics Architectures. Chapter 18, Computer Graphics, Foley and VanDam, 872-873.
 
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Regan, Matthew and Pose, Ronald. A Low Latency Virtual Reality Display System. Tech Report 166, Department of Computer Science, Monash University . September 1992.
 
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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.
 
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CITED BY  37

Collaborative Colleagues:
Matthew Regan: colleagues
Ronald Pose: colleagues