Concentrates on reducing the processing time to enhance the visual component of the experience in virtual reality. Investigates the use of two co-processing cards, each with their own microprocessor providing parallel processing to the host computer. Concludes that the frame rates of a single computer running the virtual reality system could be improved by up to 35% by the use of parallel processing
textabstractWe introduce an architecture for smooth motion in virtual environments. The system perfo...
In real-time virtual reality walkthrough, there is a minimum frame replacement rate needed to mainta...
Based on its hardware/software co-design and high calculation speed of FPGA, we try to build up a co...
This paper describes a number of parallel rendering strategies that were tested in order to determin...
System response and thus interactivity is strictly tied to the framerate in most virtual reality sys...
Simulation of reality can be a computationally expensive process which can benefit from the use of p...
Over the past decades, the vast improvement in graphics technology makes graphical applications able...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Vistics is a 2.5D platformer game for virtual reality devices such as the Oculus Rift. One of the ma...
A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in ...
Modern graphics co-processors (GPUs) can produce high fidelity images several orders of magnitude fa...
Virtual environments (VE) provide powerful tools for training and visualization, such as in design w...
Physically-based computer graphics offers the potential of achieving high-fidelity virtual environme...
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per...
Virtual Reality (VR) has grown to become state-of-the-art technology in many business- and consumer ...
textabstractWe introduce an architecture for smooth motion in virtual environments. The system perfo...
In real-time virtual reality walkthrough, there is a minimum frame replacement rate needed to mainta...
Based on its hardware/software co-design and high calculation speed of FPGA, we try to build up a co...
This paper describes a number of parallel rendering strategies that were tested in order to determin...
System response and thus interactivity is strictly tied to the framerate in most virtual reality sys...
Simulation of reality can be a computationally expensive process which can benefit from the use of p...
Over the past decades, the vast improvement in graphics technology makes graphical applications able...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Vistics is a 2.5D platformer game for virtual reality devices such as the Oculus Rift. One of the ma...
A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in ...
Modern graphics co-processors (GPUs) can produce high fidelity images several orders of magnitude fa...
Virtual environments (VE) provide powerful tools for training and visualization, such as in design w...
Physically-based computer graphics offers the potential of achieving high-fidelity virtual environme...
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per...
Virtual Reality (VR) has grown to become state-of-the-art technology in many business- and consumer ...
textabstractWe introduce an architecture for smooth motion in virtual environments. The system perfo...
In real-time virtual reality walkthrough, there is a minimum frame replacement rate needed to mainta...
Based on its hardware/software co-design and high calculation speed of FPGA, we try to build up a co...