introduction review suggestions
This commit is contained in:
@@ -15,6 +15,6 @@
|
|||||||
\bibcite{boletsis:2017}{3}
|
\bibcite{boletsis:2017}{3}
|
||||||
\bibcite{lochner:2021}{4}
|
\bibcite{lochner:2021}{4}
|
||||||
\bibcite{lowe:2005}{5}
|
\bibcite{lowe:2005}{5}
|
||||||
\@writefile{lof}{\contentsline {figure}{\numberline {2}{\ignorespaces What should the right-eye camera render if it is inside the portal wall (in gray), but the center of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user's field of view would not render the next room, but whatever is inside or behind the portal wall.}}{2}{}\protected@file@percent }
|
\@writefile{lof}{\contentsline {figure}{\numberline {2}{\ignorespaces What should the right-eye camera render if it is inside the portal wall (in grey), but the centre of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user's field of view would not render the next room, but whatever is inside or behind the portal wall.}}{2}{}\protected@file@percent }
|
||||||
\newlabel{fig2}{{2}{2}}
|
\newlabel{fig2}{{2}{2}}
|
||||||
\gdef \@abspage@last{2}
|
\gdef \@abspage@last{2}
|
||||||
|
|||||||
36
paper.log
36
paper.log
@@ -1,9 +1,9 @@
|
|||||||
This is pdfTeX, Version 3.141592653-2.6-1.40.24 (TeX Live 2022) (preloaded format=pdflatex 2022.10.11) 1 NOV 2022 12:15
|
This is pdfTeX, Version 3.141592653-2.6-1.40.24 (TeX Live 2022) (preloaded format=pdflatex 2022.10.11) 1 NOV 2022 13:00
|
||||||
entering extended mode
|
entering extended mode
|
||||||
restricted \write18 enabled.
|
restricted \write18 enabled.
|
||||||
%&-line parsing enabled.
|
%&-line parsing enabled.
|
||||||
**"D:/wolke7/-Uni/Scientific Writing/paper/paper.tex"
|
**"D:/git/uni/scientific writing paper/paper.tex"
|
||||||
(d:/wolke7/-Uni/Scientific Writing/paper/paper.tex
|
(d:/git/uni/scientific writing paper/paper.tex
|
||||||
LaTeX2e <2022-06-01> patch level 5
|
LaTeX2e <2022-06-01> patch level 5
|
||||||
L3 programming layer <2022-09-28> (d:/Program Files/texlive/2022/texmf-dist/tex
|
L3 programming layer <2022-09-28> (d:/Program Files/texlive/2022/texmf-dist/tex
|
||||||
/latex/base/article.cls
|
/latex/base/article.cls
|
||||||
@@ -64,7 +64,7 @@ Package: lipsum 2021-09-20 v2.7 150 paragraphs of Lorem Ipsum dummy text
|
|||||||
\l__lipsum_a_int=\count195
|
\l__lipsum_a_int=\count195
|
||||||
\l__lipsum_b_int=\count196
|
\l__lipsum_b_int=\count196
|
||||||
(d:/Program Files/texlive/2022/texmf-dist/tex/latex/lipsum/lipsum.ltd.tex)) (D:
|
(d:/Program Files/texlive/2022/texmf-dist/tex/latex/lipsum/lipsum.ltd.tex)) (D:
|
||||||
\wolke7\-Uni\Scientific Writing\paper/paper.aux)
|
\git\uni\scientific writing paper/paper.aux)
|
||||||
\openout1 = `paper.aux'.
|
\openout1 = `paper.aux'.
|
||||||
|
|
||||||
LaTeX Font Info: Checking defaults for OML/cmm/m/it on input line 9.
|
LaTeX Font Info: Checking defaults for OML/cmm/m/it on input line 9.
|
||||||
@@ -128,36 +128,36 @@ Underfull \vbox (badness 1681) has occurred while \output is active []
|
|||||||
[1{d:/Program Files/texlive/2022/texmf-var/fonts/map/pdftex/updmap/pdftex.map}
|
[1{d:/Program Files/texlive/2022/texmf-var/fonts/map/pdftex/updmap/pdftex.map}
|
||||||
|
|
||||||
|
|
||||||
<D:\wolke7\-Uni\Scientific Writing\paper/assets/impossible-spaces.png>]
|
<D:\git\uni\scientific writing paper/assets/impossible-spaces.png>]
|
||||||
<assets/head-clipping.png, id=11, 548.0475pt x 399.4925pt>
|
<assets/head-clipping.png, id=11, 548.0475pt x 399.4925pt>
|
||||||
File: assets/head-clipping.png Graphic file (type png)
|
File: assets/head-clipping.png Graphic file (type png)
|
||||||
<use assets/head-clipping.png>
|
<use assets/head-clipping.png>
|
||||||
Package pdftex.def Info: assets/head-clipping.png used on input line 41.
|
Package pdftex.def Info: assets/head-clipping.png used on input line 41.
|
||||||
(pdftex.def) Requested size: 229.5pt x 167.29195pt.
|
(pdftex.def) Requested size: 229.5pt x 167.29195pt.
|
||||||
(D:\wolke7\-Uni\Scientific Writing\paper/paper.bbl
|
(D:\git\uni\scientific writing paper/paper.bbl
|
||||||
Underfull \hbox (badness 3514) in paragraph at lines 9--13
|
Underfull \hbox (badness 3514) in paragraph at lines 9--13
|
||||||
\OT1/cmr/m/n/10 In \OT1/cmr/m/it/10 Pro-ceed-ings. Vi-su-al-iza-tion '97 (Cat.
|
\OT1/cmr/m/n/10 In \OT1/cmr/m/it/10 Pro-ceed-ings. Vi-su-al-iza-tion '97 (Cat.
|
||||||
No.
|
No.
|
||||||
[]
|
[]
|
||||||
|
|
||||||
) [2 <D:\wolke7\-Uni\Scientific Writing\paper/assets/head-clipping.png>] (D:\wo
|
) [2 <D:\git\uni\scientific writing paper/assets/head-clipping.png>] (D:\git\un
|
||||||
lke7\-Uni\Scientific Writing\paper/paper.aux) )
|
i\scientific writing paper/paper.aux) )
|
||||||
Here is how much of TeX's memory you used:
|
Here is how much of TeX's memory you used:
|
||||||
1805 strings out of 475071
|
1805 strings out of 475071
|
||||||
34586 string characters out of 5775887
|
34534 string characters out of 5775887
|
||||||
466594 words of memory out of 5000000
|
466594 words of memory out of 5000000
|
||||||
23217 multiletter control sequences out of 15000+600000
|
23217 multiletter control sequences out of 15000+600000
|
||||||
473245 words of font info for 41 fonts, out of 8000000 for 9000
|
473245 words of font info for 41 fonts, out of 8000000 for 9000
|
||||||
1141 hyphenation exceptions out of 8191
|
1141 hyphenation exceptions out of 8191
|
||||||
72i,9n,77p,1123b,263s stack positions out of 10000i,1000n,20000p,200000b,200000s
|
72i,9n,77p,1120b,263s stack positions out of 10000i,1000n,20000p,200000b,200000s
|
||||||
<d:/Program Files/texlive/2022/t
|
<d:/Program Files/texlive/2022/texmf-dis
|
||||||
exmf-dist/fonts/type1/public/amsfonts/cm/cmbx12.pfb><d:/Program Files/texlive/2
|
t/fonts/type1/public/amsfonts/cm/cmbx12.pfb><d:/Program Files/texlive/2022/texm
|
||||||
022/texmf-dist/fonts/type1/public/amsfonts/cm/cmr10.pfb><d:/Program Files/texli
|
f-dist/fonts/type1/public/amsfonts/cm/cmr10.pfb><d:/Program Files/texlive/2022/
|
||||||
ve/2022/texmf-dist/fonts/type1/public/amsfonts/cm/cmr12.pfb><d:/Program Files/t
|
texmf-dist/fonts/type1/public/amsfonts/cm/cmr12.pfb><d:/Program Files/texlive/2
|
||||||
exlive/2022/texmf-dist/fonts/type1/public/amsfonts/cm/cmr17.pfb><d:/Program Fil
|
022/texmf-dist/fonts/type1/public/amsfonts/cm/cmr17.pfb><d:/Program Files/texli
|
||||||
es/texlive/2022/texmf-dist/fonts/type1/public/amsfonts/cm/cmti10.pfb>
|
ve/2022/texmf-dist/fonts/type1/public/amsfonts/cm/cmti10.pfb>
|
||||||
Output written on "D:\wolke7\-Uni\Scientific Writing\paper/paper.pdf" (2 pages,
|
Output written on "D:\git\uni\scientific writing paper/paper.pdf" (2 pages, 192
|
||||||
191515 bytes).
|
001 bytes).
|
||||||
PDF statistics:
|
PDF statistics:
|
||||||
40 PDF objects out of 1000 (max. 8388607)
|
40 PDF objects out of 1000 (max. 8388607)
|
||||||
22 compressed objects within 1 object stream
|
22 compressed objects within 1 object stream
|
||||||
|
|||||||
BIN
paper.synctex.gz
BIN
paper.synctex.gz
Binary file not shown.
@@ -21,7 +21,7 @@ There are several uses for portals in computer graphics including determining th
|
|||||||
|
|
||||||
There are already many implementations of traversable portals in media like video games or architectural visualisations\cite{aliaga:1997}. In this paper we will focus on an application of traversable portals concerning the space limitations in a virtual reality (VR) experience.
|
There are already many implementations of traversable portals in media like video games or architectural visualisations\cite{aliaga:1997}. In this paper we will focus on an application of traversable portals concerning the space limitations in a virtual reality (VR) experience.
|
||||||
|
|
||||||
One of the main challenges when implementing VR applications is immersion, since errors in tracking and latency are noticed particularly strong\cite{abrash:2013}. In an effort to maximise immersion, most of VR has moved from seated experiences with movement limited to three degrees of freedom (just rotation) to ``room-scale'' tracking. Here, in addition to the rotation of the VR headset, the user's position is tracked either via external devices with fixed positions or by cameras that analyse the surroundings and use computer vision algorithms to determine the position. With the added positional tracking, the six degrees of freedom allow the user to move around the room freely. Thus, the only limitation now is the available space. To move around virual worlds larger than the available space, several different methods have been developed\cite{boletsis:2017}. Examples include head-directed locomotion, point \& teleport and more. Indisputably though, the technique that preserves immersion the most is actual walking inside the real space.
|
One of the main challenges when implementing VR applications is immersion, since errors in tracking and latency are noticed particularly strong\cite{abrash:2013}. In an effort to maximise immersion, most of VR has moved from seated experiences with movement limited to three degrees of freedom (just rotation) to ``room-scale'' tracking. Here, in addition to the rotation of the VR headset, the user's position is tracked either via external devices with fixed positions or by cameras that analyse the surroundings and use computer vision algorithms to determine the position. With the added positional tracking, the six degrees of freedom allow the user to move around the room freely. Thus, the only limitation now is the available space. To move around virtual worlds larger than the available space, several different methods have been developed\cite{boletsis:2017}. Examples include head-directed locomotion, point \& teleport and more. Indisputably though, the technique that preserves immersion the most is actual walking inside the real space.
|
||||||
|
|
||||||
A recent method to circumvent the space limitations of walking inside a real space is the concept of impossible spaces. Overlapping rooms are connected through portals into a single space many times larger than the initial rooms themselves. If such an arrangement is made while factoring in the real available space, the whole virtual space can be accessed by passing through the portals. An example layout can be seen in Figure \ref{fig1}.
|
A recent method to circumvent the space limitations of walking inside a real space is the concept of impossible spaces. Overlapping rooms are connected through portals into a single space many times larger than the initial rooms themselves. If such an arrangement is made while factoring in the real available space, the whole virtual space can be accessed by passing through the portals. An example layout can be seen in Figure \ref{fig1}.
|
||||||
|
|
||||||
@@ -33,13 +33,13 @@ A recent method to circumvent the space limitations of walking inside a real spa
|
|||||||
|
|
||||||
To allow for such impossible spaces to exist, the aforementioned portals are necessary. When viewed, they show what the user would be seeing through the portal in the other room, and if a user crosses the plane of a portal, they are transported to the connecting one. In virtual reality, implementing such a portal system poses some extra challenges.
|
To allow for such impossible spaces to exist, the aforementioned portals are necessary. When viewed, they show what the user would be seeing through the portal in the other room, and if a user crosses the plane of a portal, they are transported to the connecting one. In virtual reality, implementing such a portal system poses some extra challenges.
|
||||||
|
|
||||||
Firstly, each portal requires rendering an additional viewpoint. When rendering the portals in VR, where each eye is rendered by its own camera, there are now two additional viewpoints to render from. In the naive case where each viewpoint is rendered the same, we produce quadruple the amount of work compared to a basic non-VR scene without portals. We will present certain optimisations, some specific to rendering portals, others more general, that can reduce the rendering time and analyse their impact.
|
Each portal requires rendering an additional viewpoint. When rendering the portals in VR, where each eye is rendered by its own camera, there are now two additional viewpoints to render from. In the naive case where each viewpoint is rendered the same, we produce quadruple the amount of work compared to a basic non-VR scene without portals. We will present two optimisations that can reduce the rendering time and analyse their impact. The first optimisation --- using the stencil buffer to only render what is seen through the portal --- is concerned with improving the rendering time of portals in general. In contrast, the second optimisation improves the overall performance of rendering VR by not pushing the whole scene to the GPU twice and rendering a texture for each eye, but rather rendering both eyes onto a single texture.
|
||||||
|
|
||||||
The way a VR scene is rendered also raises the question of how to handle the teleportation of the user. For example, consider the center point between the eyes that could be used to decide when the portal plane has been crossed. If the user view the portal from an angle, they could clip through the portal with one eye when they enter it\ref{fig2}. This could be solved by transporting each eye seperately whenever it passes through the portal, but that idea conflicts with one of the performance optimisations we will discuss in the first part.
|
The way a VR scene is rendered also raises the question of how to handle the teleportation of the user. For example, consider the centre point between the eyes that could be used to decide when the portal plane has been crossed. If the user view the portal from an angle, they could clip through the portal with one eye when they enter it\ref{fig2}. This could be solved by transporting each eye separately whenever it passes through the portal, but that idea conflicts with one of the performance optimisations we will discuss in the first part.
|
||||||
|
|
||||||
\begin{figure}
|
\begin{figure}
|
||||||
\includegraphics[width=\linewidth]{assets/head-clipping.png}
|
\includegraphics[width=\linewidth]{assets/head-clipping.png}
|
||||||
\caption{What should the right-eye camera render if it is inside the portal wall (in gray), but the center of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user's field of view would not render the next room, but whatever is inside or behind the portal wall.}
|
\caption{What should the right-eye camera render if it is inside the portal wall (in grey), but the centre of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user's field of view would not render the next room, but whatever is inside or behind the portal wall.}
|
||||||
\label{fig2}
|
\label{fig2}
|
||||||
\end{figure}
|
\end{figure}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user