High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Full-Surround Image Display Technologies
International Journal of Computer Vision - Special Issue on Omni-Directional Research in Japan
Enabling View-Dependent Stereoscopic Projection in Real Environments
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Cubee: a cubic 3D display for physics-based interaction
ACM SIGGRAPH 2006 Sketches
Sphere: multi-touch interactions on a spherical display
Proceedings of the 21st annual ACM symposium on User interface software and technology
A view-dependent, polyhedral 3D display
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Real-Time Ray Tracing of Implicit Surfaces on the GPU
IEEE Transactions on Visualization and Computer Graphics
pCubee: a perspective-corrected handheld cubic display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Computer displays have remained flat and rectangular for the most part. In this paper, we explore parametric display surfaces, which are of arbitrary shape, but with a mapping to a 2D domain for each pixel. The display could have arbitrary curved shapes given by implicit or parametric equations. We present a fast and efficient method to render 3D scenes onto such a display in a perspectively correct manner. Our method tessellates the scene based on the geodesic edge length and a user-defined error threshold. We also modify scene vertices, based on per-vertex ray casting, so that the final image appears correct to a user's viewpoint. The ray-surface intersection procedure, geodesic length computation and 2D image mapping are assumed to be known for the given surface. We exploit the tessellation hardware of the SM 5:0 GPUs to perform the error checking, polygon splitting, and rendering in a single pass. This brings the performance of our approach closer to rasterization schemes, without needing ray tracing. Our scheme does not interpolate pixels, ensuring high quality. We demonstrate real display prototypes and show scalability of our system using simulated scenarios.