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
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SoftGenLock: active stereo and genlock for PC cluster
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
VR '03 Proceedings of the IEEE Virtual Reality 2003
Understanding next-generation VR: classifying commodity clusters for immersive virtual reality
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
The VarrierTM autostereoscopic virtual reality display
ACM SIGGRAPH 2005 Papers
Towards a scalable high performance application platform for immersive virtual environments
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
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This paper presents the first software genlocking approach for unmodified Microsoft Windows systems, requiring no specialized graphics boards but only a low-cost signal generator as additional hardware. Compared to existing solutions for other operating systems, it does not rely on any real-time extensions or kernel modifications. Its novel design can be divided into two parts: First, an external synchronization signal is transmitted over interrupt lines to a dedicated driver. Second, a user-space application performs the synchronization by inserting or removing lines to the invisible part of the image. Robustness to potential frame losses is achieved through continuous consistent timestamping. Tests yield an accuracy of up to ± ½ line deviation from the external signal and a low CPU load of 2% on current PC systems. Our system has been designed to be compatible with off-the-shelf graphics hardware and digital output devices based on LCD or DLP technology. Our solution can be employed to build cost-effective VR installations such as large tiled and spatially immersive displays using commodity PC clusters.