Decoupled simulation in virtual reality with the MR toolkit
ACM Transactions on Information Systems (TOIS)
Accelerated MPEG compression of dynamic polygonal scenes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Efficient warping for architectural walkthroughs using layered depth images
Proceedings of the conference on Visualization '98
Reflex HMD to Compensate Lag and Correction of Derivative Deformation
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
PixelView: a view-independent graphics rendering architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
The design and implementation of a VR-architecture for smooth motion
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Three extensions to subtractive crosstalk reduction
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
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We describe an architecture that provides a programmable display layer in order to allow the execution of custom programs on consecutive display frames. This replaces the default display behavior of repeating application frames until an update is available. The architecture is implemented using a multi-GPU system. We will show three applications of the architecture typical to VR. First, smooth motion is provided by generating intermediate display frames by per-pixel depth-image warping using 3D motion fields. Smooth motion can be beneficial for walk-throughs of large scenes. Second, we implement fine-grained latency reduction at the display frame level using a synchronized prediction of simulation objects and the viewpoint. This improves the average quality and consistency of latency reduction. Third, a crosstalk reduction algorithm for consecutive display frames is implemented, which improves the quality of stereoscopic images.