Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The HiBall Tracker: high-performance wide-area tracking for virtual and augmented environments
Proceedings of the ACM symposium on Virtual reality software and technology
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Toward a compelling sensation of telepresence: demonstrating a portal to a distant (static) office
Proceedings of the conference on Visualization '00
Image-based 3D acquisition of archaeological heritage and applications
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Shader Lamps: Animating Real Objects With Image-Based Illumination
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
The Impact of Dense Range Data on Computer Graphics
MVIEW '99 Proceedings of the IEEE Workshop on Multi-View Modeling & Analysis of Visual Scenes
Building a digital model of Michelangelo's Florentine Pieta
IEEE Computer Graphics and Applications
Real-time rendering of real world environments
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Graphical Models - Special issue on the vision, video and graphics conference 2005
A multi-expertise application-driven class
Proceedings of the 38th SIGCSE technical symposium on Computer science education
A framework for modeling 3D scenes using pose-free equations
ACM Transactions on Graphics (TOG)
An interactive coal mine museum visit: prototyping the user experience
HSI'09 Proceedings of the 2nd conference on Human System Interactions
DECHO—a framework for the digital exploration of cultural heritage objects
Journal on Computing and Cultural Heritage (JOCCH)
Interactive point-based modeling from dense color and sparse depth
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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We present a case study in the use of virtual environment technology for cultural heritage applications, describing a collaborative effort to construct two cultural heritage exhibits for a five month exhibition at the New Orleans Museum of Art. To illustrate the factors that shape museum exhibit design, we explore the initial conceptual phase and discuss our reasons for choosing certain designs. We describe the two exhibits that we built in turn, focusing on equipment and on robustness. Although little went awry during the exhibition, we explain how certain equipment did fail and how we had prepared for such crises by keeping spare equipment on-site. Finally, we report on the success of the undertaking and close with some thoughts and advice for researchers attempting similar museum-oriented projects.