A game engine-based multi-projection virtual environment with system-level synchronization

  • Authors:
  • Naoki Hashimoto;Yoshihiko Ishida;Makoto Sato

  • Affiliations:
  • Precision and Intelligence Laboratory, Tokyo Institute of Technology, Japan;Precision and Intelligence Laboratory, Tokyo Institute of Technology, Japan;Precision and Intelligence Laboratory, Tokyo Institute of Technology, Japan

  • Venue:
  • EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
  • Year:
  • 2005

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Abstract

In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multi-projector displays.