Virtual Reality and Graphics Engines
|
An Automated Modeling Method for Multiple Detail Levels of Real-time Trees
C. Koniaris, A. Gaitatzes, G. Papaioannou, Proc. IEEE Int.
conf. Games and Virtual Worlds for Serious Applications, pp.53-60,
2009.
Abstract. Rendering realistic outdoor scenes in realtime applications is a difficult task to accomplish
since the geometric complexity of the objects, and most notably of trees, is too high for current hardware to handle efficiently
in large amounts. Our method generates trees with self-similarity, and later exploits this property by heavily sharing prerendered
textures of similar parts of the tree. The intrinsic tree hierarchy of the trees, combined with their self-similarity, allows
generation of multiple levels of detail. Here we present the flow of the processing stage, from the collection of the required
input data until the export of the models in all their levels of detail as well as related and additional data.
Downloads: the
paper
Reference: BibTex
|
| |
|
Designing a Real-time Playback System for a Dome Theater
D. Christopoulos, A. Gaitatzes, G. Papaioannou, G. Zyba, Proc.
Eurographics 7th International Symposium on Virtual Reality,
Archaeology and Intelligent Cultural Heritage (VAST), pp. 35-40,
2006.
Abstract. Designing a Real-time Playback System for a Dome TheaterMost dome display systems today employ
pre-rendered shows for attracting visitors. In addition since the technology is well established, developers have many tools
at their disposal for creating such shows. On the contrary real-time shows for dome displays are just starting to appear.
As a result the production of such shows is not a standardized process. Slowly, progress is made. Graphics generator cards
are able to support the required SXGA+ resolutions and the supporting cluster systems are able to supply the processing power
and memory bandwidth that such real-time systems require. Tools have to be developed and new processes have to be established.
The Foundation of the Hellenic World (FHW) having produced numerous real-time productions for immersive flat display systems
has great experience in realizing such shows. In this paper we present the technological developments for the production of
real time applications for digital dome display systems.
Downloads: the
paper
Reference: BibTex
|
| |
|
Media Productions for a Dome Display System
A. Gaitatzes, G. Papaioannou, D. Christopoulos, G. Zyba,
Proc. ACM Symposium on Virtual Reality Software and Technology
(VRST) 2006, pp. 261-264, 2006.
Abstract. As the interest of the public for
new forms of media grows, museums and theme parks select real
time Virtual Reality productions as their presentation medium.
Based on three-dimensional graphics, interaction, sound, music
and intense story telling they mesmerize their audiences. The
Foundation of the Hellenic World (FHW) having opened so far
to the public three different Virtual Reality theaters, is
in the process of building a new Dome-shaped Virtual Reality
theatre with a capacity of 130 people. This fully interactive
theatre will present new experiences in immersion to the visitors.
In this paper we present the challenges encountered in developing
productions for such a large spherical display system as well
as building the underlying real-time display and support systems.
Downloads: the
paper
Reference: BibTex
|
| |
|
Efficient Occlusion Culling using Solid Occluders
G. Papaioannou, A. Gaitatzes, D. Christopoulos, Proc. 14th
International Conference in Central Europe on Computer Graphics,
Visualization and Computer Vision (WSCG '2006), pp. 85-93,
2006.
Abstract. Occlusion culling is a genre of algorithms for rapidly eliminating portions of three-dimensional
geometry hidden behind other, visible objects prior to passing them to the rendering pipeline. In this paper, an extension to
the popular shadow frustum culling algorithm is presented, which takes into account the fact that many planar occluders can be
grouped into compound convex solids, which in turn can provide fewer and larger culling frusta and therefore more efficient
elimination of hidden geometry. The proposed method combines planar and solid occluders using a unified selection approach
and has been tested on a commercially deployed virtual reality system.
Downloads: the paper color
figure 1 color figure 2
Reference: BibTex
|
| |
|
The Ancient Olympic Games: Being Part of the Experience
A. Gaitatzes, D. Christopoulos, G. Papaioannou, Proc. Eurographics 5th International Symposium on Virtual Reality, Archaeology
and Intelligent Cultural Heritage (VAST), pp. 19-28, 2004.
Abstract. This paper presents the virtual reality applications that the Foundation of the Hellenic World has
produced associated with the Olympic Games in ancient Greece. The separate virtual reality shows are presented in terms of
interactivity and educational value. The technical aspects of the productions are next explained in detail, with an emphasis on
character animation, dynamics and occlusion culling for surround screen projection environments. These techniques were mostly
utilised in the recent production regarding the ancient pentathlon, where much effort has been made to recreate the feeling of
the games and help the user/spectator be an interacting part of the edutainment activity.
Downloads: the
paper color
figure
Reference: BibTex
|
| |
|
Enhancing Virtual Walkthroughs of Archaeological Sites
G. Papaioannou, A. Gaitatzes, D. Christopoulos, , Proc. Eurographics 4th International Symposium on Virtual Reality, Archaeology
and Intelligent Cultural Heritage (VAST), pp. 175-184, 2003.
Abstract. This paper describes the methodological aspects of the application of various established and new
graphics techniques in virtual reality applications, in order to visually enrich conventional walkthroughs and extend the common
capabilities of virtual environment visualization platforms. The paper describes these techniques and goes to the extent of explaining
various practical implementation issues. Examples and application case studies are provided to demonstrate the enhancements.
Downloads: the
paper
Reference: BibTex
|
| |
Techical Briefs
|
Reconfigurable Virtual Devices for Multiplayer Virtual Reality Shows
G. Papaioannou, D. Christopoulos, 2007.
Abstract. In many VR installations, multiple
users can interact with the virtual reality world through a
vast variety of commercial or custom input controllers. In
some cases, even auditorium seats are equiped with input devices
such as joysticks, buttons or jog dials. The following report
discusses a practical virtual device abstraction layer for
the real-time remapping and weighting of auditorium controls
according to the show reqiurements.
Links: Virtual
devices mapper technical
overview
|
| |
|
High-performance Professional-quality Positional Audio Server (Impulse)
G. Papaioannou, 2006.
Abstract. The Impulse sound server
was built to reproduce 96KHz low-noise 64-voice output to drive
the high power THX-class speaker system of the THOLOS VR auditorium
of the Foundation of Hellenic World. It runs separately from
the visualization side of the VR software and communicates
with main application via message passing, thus providing complete
abstraction, remote execution, replication and low latency.
Links: Impulse
sound server technical
overview
|
| |
|
Reconfigurable, Tiled Multi-display Projection System (TiDE)
G. Papaioannou, 2005.
Abstract. In many virtual reality installations
and applications the need arises for the projection of synthetic
imagery on multiple surfaces, or on non-planar or discontinuous
surfaces, as is the case with a CAVE system or a dome. This
brief report discusses the implementation of an abstraction
layer for mapping physical display areas (tiles) onto viewing
frusta and how stereoscopic rendering can be adapted to such
a diverse setup.
Links: TiDE
technical overview
|
| |
|
Large Scale Virtual Reality Cluster Design
G. Papaioannou, A. Gaitatzes, G. Zyba, 2005.
Abstract. Large multi-display systems such
as stereoscopic panoramic displays or dome theaters require
the distributed and precisely sychronized rendering of individual
image blocks, using a computing cluster. The following report
presents the architectural decisions and design issues related
to the practical implementation of the 24-node VR
cluster of the Foundation of the Hellenic World.
Links: FHW
dome theater cluster technical overview
|
| |
|