Stereoscopic rendering of virtual environments with wide Field-of-Views up to 360°

Jérôme Ardouin, A. Lécuyer, M. Marchal, É. Marchand
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引用次数: 23

Abstract

In this paper we introduce a novel approach for stereoscopic rendering of virtual environments with a wide Field-of-View (FoV) up to 360°. Handling such a wide FoV implies the use of non-planar projections and generates specific problems such as for rasterization and clipping of primitives. We propose a novel pre-clip stage specifically adapted to geometric approaches for which problems occur with polygons spanning across the projection discontinuities. Our approach integrates seamlessly with immersive virtual reality systems as it is compatible with stereoscopy, head-tracking, and multi-surface projections. The benchmarking of our approach with different hardware setups could show that it is well compliant with real-time constraint, and capable of displaying a wide range of FoVs. Thus, our geometric approach could be used in various VR applications in which the user needs to extend the FoV and apprehend more visual information.
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立体渲染的虚拟环境与宽视场高达360°
在本文中,我们介绍了一种新的虚拟环境的立体渲染方法,具有高达360°的宽视场(FoV)。处理如此宽的视场意味着使用非平面投影,并产生特定的问题,如光栅化和原语裁剪。我们提出了一种新的预剪辑阶段,专门适用于几何方法,其中问题发生在跨越投影不连续的多边形上。我们的方法与沉浸式虚拟现实系统无缝集成,因为它与立体,头部跟踪和多表面投影兼容。我们的方法与不同硬件设置的基准测试表明,它很好地符合实时约束,并能够显示广泛的fov。因此,我们的几何方法可以用于各种VR应用中,在这些应用中,用户需要扩展FoV并理解更多的视觉信息。
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