WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
HijackGL: reconstructing from streams for stylized rendering
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Chromium: a stream-processing framework for interactive rendering on clusters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
PC Clusters for Virtual Reality
VR '06 Proceedings of the IEEE conference on Virtual Reality
The allosphere: a large-scale immersive surround-view instrument
EDT '07 Proceedings of the 2007 workshop on Emerging displays technologies: images and beyond: the future of displays and interacton
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In some virtual reality (VR) systems, OpenGL intercept methods are used to capture and render a desktop application's OpenGL calls within an immersive display. These systems often suffer from lower frame rates due to network bandwidth limitations, implementation of the intercept routine, and in some cases, the intercepted application's frame rate. To mitigate these issues and to enhance intercept-based systems in other ways, we present intercept tags, which are OpenGL geometries that are interpreted instead of rendered. We have identified and developed several uses for intercept tags, including hand-off interactions, display techniques, and visual enhancements. To demonstrate the value of intercept tags, we conducted a user study to compare a simple virtual hand technique implemented with and without intercept tags. Our results show that intercept tags significantly improve user performance and experience.