Knowledge-based augmented reality
Communications of the ACM - Special issue on computer augmented environments: back to the real world
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
User-Centered Video: transmitting video images based on the user's interest
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The peloton bicycling simulator
Proceedings of the third symposium on Virtual reality modeling language
Towards video-based immersive environments
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
Animating virtual actors in real environments
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
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The paper briefly describes a sports simulator called Peloton. Simulation participants exercise or compete within virtual reality environments that represent the roadways along which they appear to bicycle, run, or walk. The visual display of each racecourse is a composition of multiple three-dimensional sub-spaces, which are called regions. Some regions of a virtual world are made up of graphical objects, and other regions are made up of still images or video streams. The paper also describes ways of dealing with limited computation and communication resources in distributed virtual reality systems. The discussion focuses on systems that represent their virtual worlds as multiple regions. It introduces means of altering the visual representations of three-dimensional spaces according to the computing and communication resources available during a simulation. The size, placement and graphical complexity of the regions of a virtual world may be tailored according to static as well as dynamic configurations of system components. Finally, the paper presents ways in which a given view of a virtual world-a scene-can be used for extended periods during a simulation. This technique is useful when scene updates are delayed or missing.