67 lines
5.1 KiB
TeX
67 lines
5.1 KiB
TeX
\relax
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\bibstyle{IEEEtran}
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\citation{lowe:2005}
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\citation{aliaga:1997}
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\citation{abrash:2013}
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\citation{boletsis:2017}
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\@writefile{toc}{\contentsline {section}{\numberline {1}Introduction}{1}{}\protected@file@percent }
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\citation{lochner:2021}
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\citation{lochner:2021}
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\citation{monoscopic-stereoscopic:2020}
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\@writefile{toc}{\contentsline {subsection}{\numberline {1.1}Impossible Spaces}{2}{}\protected@file@percent }
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\@writefile{lof}{\contentsline {figure}{\numberline {1}{\ignorespaces Four rooms with portals (in red) can all be accessed without leaving the smaller real space\cite {lochner:2021}.\relax }}{2}{}\protected@file@percent }
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\providecommand*\caption@xref[2]{\@setref\relax\@undefined{#1}}
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\newlabel{fig:impossible-spaces}{{1}{2}}
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\@writefile{toc}{\contentsline {section}{\numberline {2}Unobtrusive Transitions}{2}{}\protected@file@percent }
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\newlabel{unobtrusive-transitions}{{2}{2}}
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\@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.\relax }}{2}{}\protected@file@percent }
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\newlabel{fig:obtrusive}{{2}{2}}
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\citation{back-face-culling:2007}
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\@writefile{lof}{\contentsline {figure}{\numberline {3}{\ignorespaces The sides of the portal box are only visible from the side with a solid red line. Therefore, the right eye can see space $B$ on the inner wall and simultaneously look out of the portal box back into space $A$.\relax }}{3}{}\protected@file@percent }
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\newlabel{fig:unobtrusive}{{3}{3}}
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\@writefile{toc}{\contentsline {section}{\numberline {3}Performance Impact}{3}{}\protected@file@percent }
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\@writefile{lof}{\contentsline {figure}{\numberline {4}{\ignorespaces The test scene with no portals enabled.\relax }}{3}{}\protected@file@percent }
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\newlabel{fig:test-scene-0}{{4}{3}}
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\@writefile{lof}{\contentsline {figure}{\numberline {5}{\ignorespaces The connected blue and green portals are enabled.\relax }}{3}{}\protected@file@percent }
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\newlabel{fig:test-scene-2}{{5}{3}}
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\citation{lod:2005}
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\@writefile{lof}{\contentsline {figure}{\numberline {6}{\ignorespaces The test scene with four portals enabled.\relax }}{4}{}\protected@file@percent }
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\newlabel{fig:test-scene-4}{{6}{4}}
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\@writefile{lof}{\contentsline {figure}{\numberline {7}{\ignorespaces The test scene with all six portals enabled.\relax }}{4}{}\protected@file@percent }
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\newlabel{fig:test-scene-6}{{7}{4}}
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\newlabel{tab:measurements}{{3}{4}}
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\@writefile{lof}{\contentsline {figure}{\numberline {8}{\ignorespaces \relax }}{4}{}\protected@file@percent }
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\newlabel{fig:measurements}{{8}{4}}
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\citation{vlachos:2015}
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\citation{vlachos:2016}
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\@writefile{lof}{\contentsline {figure}{\numberline {9}{\ignorespaces This figure shows how the left eye of our test scene is being rendered. It begins by rendering the view from the blue portal (top left), followed by the geometry of the blue platform (top right). Similarly, the rest of the portals are rendered first (bottom left) and the platform they are on second (bottom right).\relax }}{5}{}\protected@file@percent }
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\newlabel{fig:render-steps}{{9}{5}}
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\@writefile{toc}{\contentsline {section}{\numberline {4}Optimisation Considerations}{5}{}\protected@file@percent }
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\@writefile{toc}{\contentsline {subsection}{\numberline {4.1}Stencil Buffer}{5}{}\protected@file@percent }
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\@writefile{lof}{\contentsline {figure}{\numberline {10}{\ignorespaces The user is standing in a green room looking at two portals to a yellow and a magenta room. The amount of rendering can in this case be divided by three if the pairs of cameras only render a masked out area of their room instead of the whole picture.\relax }}{5}{}\protected@file@percent }
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\newlabel{fig:stencil-portals}{{10}{5}}
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\citation{nvidia-sps}
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\citation{nvidia-sps}
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\citation{nvidia-sps}
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\citation{nvidia-sps}
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\@writefile{toc}{\contentsline {subsection}{\numberline {4.2}Single-Pass Instanced Rendering}{6}{}\protected@file@percent }
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\@writefile{lof}{\contentsline {figure}{\numberline {11}{\ignorespaces When rendering in multiple passes, all work is doubled. This illustration shows how basically the three objects are treated as though they were separate objects\cite {nvidia-sps}.\relax }}{6}{}\protected@file@percent }
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\newlabel{fig:multi-pass}{{11}{6}}
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\@writefile{lof}{\contentsline {figure}{\numberline {12}{\ignorespaces When rendering in an instanced single pass, the whole geometry of the scene is processed only once, which significantly reduces the amount of work\cite {nvidia-sps}.\relax }}{6}{}\protected@file@percent }
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\newlabel{fig:single-pass}{{12}{6}}
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\@writefile{toc}{\contentsline {section}{\numberline {5}Conclusion}{6}{}\protected@file@percent }
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\bibstyle{plain}
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\bibdata{refs}
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\bibcite{lowe:2005}{1}
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\bibcite{aliaga:1997}{2}
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\bibcite{abrash:2013}{3}
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\bibcite{boletsis:2017}{4}
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\bibcite{lochner:2021}{5}
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\bibcite{monoscopic-stereoscopic:2020}{6}
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\bibcite{back-face-culling:2007}{7}
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\bibcite{lod:2005}{8}
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\bibcite{vlachos:2015}{9}
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\bibcite{vlachos:2016}{10}
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\bibcite{nvidia-sps}{11}
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\gdef \@abspage@last{7}
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