PixelFlow: high-speed rendering using image composition
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A framework for geometric warps and deformations
ACM Transactions on Graphics (TOG)
Hierarchical Data Structures and Algorithms for Computer Graphics
IEEE Computer Graphics and Applications
A Stitching Algorithm of Still Pictures with Camera Translation
CW '02 Proceedings of the First International Symposium on Cyber Worlds (CW'02)
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Fragment-based image completion
ACM SIGGRAPH 2003 Papers
Improved video mosaic construction by selecting a suitable subset of video images
ACSC '04 Proceedings of the 27th Australasian conference on Computer science - Volume 26
Human visual perception of region warping distortions
ACSC '06 Proceedings of the 29th Australasian Computer Science Conference - Volume 48
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
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The Address Recalculation Pipeline is a hardware architecture designed to reduce the end-to-end latency suffered by immersive Head Mounted Display virtual reality systems. A demand driven rendering technique known as priority rendering was devised for use in conjunction with the address recalculation pipeline. Using this technique, different sections of a scene can be updated at different rates, resulting in reductions to the rendering load.Further reductions can potentially be achieved by allowing for the segmenting of large objects. However in doing so a tearing problem surfaces, which has to be overcome before large object segmentation can be used effectively in priority rendering. This paper demonstrates a way of organizing virtual world objects for priority rendering, as well as a method to hide scene tearing artefacts due to object segmentation.