Planar 2-pass texture mapping and warping
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
A computational model for the stereoscopic optics of a head-mounted display
Presence: Teleoperators and Virtual Environments - Premier issue
High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Image-composition architectures for real-time image generation
Image-composition architectures for real-time image generation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
3-D transformations of images in scanline order
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Rendering techniques: past, present and future
ACM Computing Surveys (CSUR)
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Managing latency in complex augmented reality systems
Proceedings of the 1997 symposium on Interactive 3D graphics
Rendering with coherent layers
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Multiperspective panoramas for cel animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A framework for performance evaluation of real-time rendering algorithms in virtual reality
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
zLayer: simulating depth with extended parallax scrolling
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
An efficient collision detection algorithm using range data for walk-through systems
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Multiple-center-of-projection images
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A representation for composition of virtual indoor environment
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
A real-time low-latency hardware light-field renderer
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Load balancing for multi-projector rendering systems
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Image caching algorithms and strategies for real time rendering of complex virtual environments
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
AUIC '01 Proceedings of the 2nd Australasian conference on User interface
IEEE Transactions on Visualization and Computer Graphics
Comparing Simplification and Image-Based Techniques for 3D Client-Server Rendering Systems
IEEE Transactions on Visualization and Computer Graphics
A Wireless, Inexpensive Optical Tracker for the CAVE(tm)
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Using texture maps to correct for optical distortion in head-mounted displays
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Exploiting Frame to Frame Coherence in a Virtual Reality System
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A Texture Based Time Delay Compensation Method for Augmented Reality
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
PixelView: a view-independent graphics rendering architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Large object segmentation with region priority rendering
ACSC '05 Proceedings of the Twenty-eighth Australasian conference on Computer Science - Volume 38
Human visual perception of region warping distortions
ACSC '06 Proceedings of the 29th Australasian Computer Science Conference - Volume 48
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
The real-time reprojection cache
ACM SIGGRAPH 2006 Sketches
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
Technical Section: Compound textures for dynamic impostor rendering
Computers and Graphics
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Perception, attention, and resources: a decision-theoretic approach to graphics rendering
UAI'97 Proceedings of the Thirteenth conference on Uncertainty in artificial intelligence
The vowel game: continuous real-time visualization for pronunciation learning with vowel charts
FinTAL'06 Proceedings of the 5th international conference on Advances in Natural Language Processing
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Display memory access issues and anti-aliasing with a virtual reality graphics controller
EGGH'94 Proceedings of the Ninth Eurographics conference on Graphics Hardware
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
The ImageSwitcher: a proposed system architecture designed to reduce VR lag
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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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.