final
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117
paper.bbl
117
paper.bbl
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\begin{thebibliography}{1}
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\bibitem{abrash:2013}
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Michael Abrash.
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\newblock Why virtual reality is hard (and where it might be going).
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\newblock {\em Game Developers Conference 2013}, 2013.
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\bibitem{aliaga:1997}
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Daniel~G Aliaga and Anselmo~A Lastra.
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\newblock Architectural walkthroughs using portal textures.
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\newblock In {\em Proceedings. Visualization '97 (Cat. No. 97CB36155)}, pages
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355--362. IEEE, 1997.
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\bibitem{boletsis:2017}
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Costas Boletsis.
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\newblock The new era of virtual reality locomotion: A systematic literature
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review of techniques and a proposed typology.
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\newblock {\em Multimodal Technologies and Interaction}, 1(4), 2017.
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\bibitem{nvidia-sps}
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NVIDIA Corporation.
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\newblock Vrworks -- single pass stereo.
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\newblock \url{https://developer.nvidia.com/vrworks/graphics/singlepassstereo}.
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\newblock [accessed 1.11.2022].
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\bibitem{lochner:2021}
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Daniel Lochner.
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\newblock Vr natural walking in impossible spaces.
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\newblock {\em Motion, Interaction and Games (MIG '21)}, 2021.
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\providecommand{\BIBdecl}{\relax}
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\BIBdecl
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\bibitem{lowe:2005}
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Nick Lowe and Amitava Datta.
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\newblock A new technique for rendering complex portals.
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\newblock {\em IEEE Transactions on Visualization and Computer Graphics},
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11(1):81--90, 2005.
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N.~Lowe and A.~Datta, ``A new technique for rendering complex portals,''
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\emph{IEEE Transactions on Visualization and Computer Graphics}, vol.~11,
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no.~1, pp. 81--90, 2005.
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\bibitem{aliaga:1997}
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D.~G. Aliaga and A.~A. Lastra, ``Architectural walkthroughs using portal
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textures,'' in \emph{Proceedings. Visualization '97 (Cat. No.
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97CB36155)}.\hskip 1em plus 0.5em minus 0.4em\relax IEEE, 1997, pp. 355--362.
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\bibitem{abrash:2013}
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\BIBentryALTinterwordspacing
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M.~Abrash, ``Why virtual reality is hard (and where it might be going),''
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\emph{Game Developers Conference 2013}, 2013. [Online]. Available:
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\url{https://www.valvesoftware.com/en/publications}
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\BIBentrySTDinterwordspacing
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\bibitem{boletsis:2017}
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\BIBentryALTinterwordspacing
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C.~Boletsis, ``The new era of virtual reality locomotion: A systematic
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literature review of techniques and a proposed typology,'' \emph{Multimodal
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Technologies and Interaction}, vol.~1, no.~4, 2017. [Online]. Available:
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\url{https://www.mdpi.com/2414-4088/1/4/24}
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\BIBentrySTDinterwordspacing
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\bibitem{lochner:2021}
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D.~Lochner, ``Vr natural walking in impossible spaces,'' \emph{Motion,
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Interaction and Games (MIG '21)}, 2021.
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\bibitem{monoscopic-stereoscopic:2020}
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M.~B. Taştı and Ümmühan Avcı, ``Examination of using monoscopic
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three-dimensional (m3d) and stereoscopic three-dimensional (s3d) animation on
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students,'' \emph{Education and Information Technologies}, vol.~25, pp.
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2765--2790, 2020.
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\bibitem{back-face-culling:2007}
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D.-B. Jeon, S.-Y. Kim, K.-Y. Lee, and J.-C. Kwak, ``A design of a 3d graphics
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rasterizer with a culling and clipping,'' in \emph{TENCON 2007 - 2007 IEEE
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Region 10 Conference}, 2007, pp. 1--4.
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\bibitem{lod:2005}
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J.~Ji, E.~Wu, S.~Li, and X.~Liu, ``Dynamic lod on gpu,'' in \emph{Proceedings
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of the Computer Graphics International 2005}, ser. CGI '05.\hskip 1em plus
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0.5em minus 0.4em\relax USA: IEEE Computer Society, 2005, p. 108–114.
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\bibitem{vlachos:2015}
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\BIBentryALTinterwordspacing
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A.~Vlachos, ``Advanced vr rendering,'' \emph{Game Developers Conference 2015},
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2015. [Online]. Available:
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\url{https://www.valvesoftware.com/en/publications}
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\BIBentrySTDinterwordspacing
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\bibitem{vlachos:2016}
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\BIBentryALTinterwordspacing
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------, ``Advanced vr rendering performance,'' \emph{Game Developers Conference
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2016}, 2016. [Online]. Available:
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\url{https://www.valvesoftware.com/en/publications}
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\BIBentrySTDinterwordspacing
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\bibitem{nvidia-sps}
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NVIDIA, ``Vrworks -- single pass stereo,''
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\url{https://developer.nvidia.com/vrworks/graphics/singlepassstereo},
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[accessed 1.11.2022].
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\end{thebibliography}
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