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Presented in this paper is an immersive and interactive entertainment environment which integrates multiprojector tiled display wall and motion tracking. Calibration methods are proposed for the geometry alignment and color consistency of the tiled display wall, achieving immersive visual experience. To track a player's motion, two markers are clung to the left and right leg, and a robust motion tracking...
There are two problems in the existing rendering platforms that support HLA-based simulation applications. One is the fact that the management of simulation entity objects and the management of rendering scene objects are separate, which leads to inefficiency in simulation and rendering. Another one is absence of rendering interface, especially for parallel rendering for users. In order to solve the...
This paper present a parallel framework for interactively rendering massive complex scenes on PCs cluster. The framework integrates parallel rendering, scene graph, software acceleration techniques, and out-of-core data management. We propose a novel parallel rendering architecture based on dynamic rendering team and hybrid rendering pipeline to balance work load and to handle different graphics primitive...
Depth traffic occupies a major portion of 3D graphics memory bandwidth. In order to reduce depth reading, we propose employing a low-resolution depth buffer, namely CoarseZ buffer, for tile-level depth culling before per-pixel test. The maximum depth of a tile is stored in the corresponding entry of CoarseZ buffer. Simulation results show that a small CoarseZ buffer can achieve remarkably high culling...
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