Multiple view geometry in computer visiond
Multiple view geometry in computer visiond
Achieving color uniformity across multi-projector displays
Proceedings of the conference on Visualization '00
Focus plus context screens: combining display technology with visualization techniques
Proceedings of the 14th annual ACM symposium on User interface software and technology
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
PixelFlex: a reconfigurable multi-projector display system
Proceedings of the conference on Visualization '01
Guest Editors' Introduction: Large-Format Displays
IEEE Computer Graphics and Applications
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Immersive Planar Display Using Roughly Aligned Projectors
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Combining Head-Mounted and Projector-Based Displays for Surgical Training
VR '03 Proceedings of the IEEE Virtual Reality 2003
Design and applications of a high-resolution insert head-mounted-display
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
A fast hybrid geomorphing LOD scheme
ACM SIGGRAPH 2003 Sketches & Applications
Projector-Based Dual-Resolution Stereoscopic Display
VR '04 Proceedings of the IEEE Virtual Reality 2004
Visualizing and Analyzing the Mona Lisa
IEEE Computer Graphics and Applications
Hi-index | 0.00 |
We present a new method for the stereoscopic display of complex virtual environments using a foveated arrangement of four images. The system runs on four rendering nodes and four projectors, for the fovea and periphery in each eye view. The use of high-resolution insets in a foveated configuration is well known. However, its extension to projector-based stereoscopic displays raises a specific issue: the visible boundary between fovea and periphery present in each eye creates a stereoscopic cue that may conflict with the perceived depth of the underlying scene. A previous solution to this problem displaces the boundary in the images to ensure that it is always positioned over stereoscopically corresponding scene locations. The new method proposed here addresses the same problem, but by relaxing the stereo matching criteria and reformulating the problem as one of spatial partitioning, all computations are performed locally on each node, and require a small and fixed amount of post-rendering processing, independent of scene complexity. We discuss this solution and present an OpenGL implementation; we also discuss acceleration techniques using culling and fragments, and illustrate the use of the method on a complex 3D textured model of a Byzantine crypt built using laser range imaging and digital photography.