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
Testbed evaluation of virtual environment interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Modeling virtual object behavior within virtual environment
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Using "CaveUT" to build immersive displays with the unreal tournament engine and a PC cluster
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Spatial Augmented Reality: Merging Real and Virtual Worlds
Spatial Augmented Reality: Merging Real and Virtual Worlds
Investigating interaction in CAVE virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
The CaveUT system: immersive entertainment based on a game engine
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Using a Game Engine Technique to Produce 3D Entertainment Contents
ICAT '06 Proceedings of the 16th International Conference on Artificial Reality and Telexistence--Workshops
A Tool for Landscape Architecture Based on Computer Game Technology
ICAT '07 Proceedings of the 17th International Conference on Artificial Reality and Telexistence
Proceedings of the 5th symposium on Applied perception in graphics and visualization
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Effects of tracking technology, latency, and spatial jitter on object movement
3DUI '09 Proceedings of the 2009 IEEE Symposium on 3D User Interfaces
Investigating the performance of path-searching tasks in depth on multiview displays
ACM Transactions on Applied Perception (TAP)
Dynamic eye convergence for head-mounted displays
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Immersive FPS games: user experience and performance
Proceedings of the 2013 ACM international workshop on Immersive media experiences
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Previous attempts at developing immersive versions of game engines have faced difficulties in achieving both overall high performance and preserving reusability of software developments. In this paper, we present a high-level VR middleware based on one of the most successful commercial game engines: the Unreal® Engine 3.0 (UE3). We describe a VR framework implemented as an extension to the Unreal® Development Kit (UDK) supporting CAVE"-like installations. Our approach relies on a distributed architecture reinforced by specific replication patterns to synchronize the user's point of view and interactions within a multi-screen installation. Our performance benchmarks indicated that our immersive port does not affect the game engine performance, even with complex real-time applications, such as fast-paced multiplayer First Person Shooter (FPS) games or high-resolution graphical environments with 2M+ polygons. A user study also demonstrated the capacity of our VR middleware to elicit high spatial presence while maintaining low cybersickness effects. With free distribution, we believe such a platform can support future Entertainment and VR research.