84,215 research outputs found
Enabling collaboration in virtual reality navigators
In this paper we characterize a feature superset for Collaborative
Virtual Reality Environments (CVRE), and derive a component
framework to transform stand-alone VR navigators into full-fledged
multithreaded collaborative environments. The contributions of our
approach rely on a cost-effective and extensible technique for
loading software components into separate POSIX threads for
rendering, user interaction and network communications, and adding a
top layer for managing session collaboration. The framework recasts
a VR navigator under a distributed peer-to-peer topology for scene
and object sharing, using callback hooks for broadcasting remote
events and multicamera perspective sharing with avatar interaction.
We validate the framework by applying it to our own ALICE VR
Navigator. Experimental results show that our approach has good
performance in the collaborative inspection of complex models.Postprint (published version
Cloud for Gaming
Cloud for Gaming refers to the use of cloud computing technologies to build
large-scale gaming infrastructures, with the goal of improving scalability and
responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor).
Springer International Publishing, 2015, ISBN 978-3-319-08234-
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Interactive inspection of complex multi-object industrial assemblies
The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solutionâbased on the analysis of several existing view-dependent visualization schemesâuses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft
Unleashing the Power of Distributed CPU/GPU Architectures: Massive Astronomical Data Analysis and Visualization case study
Upcoming and future astronomy research facilities will systematically
generate terabyte-sized data sets moving astronomy into the Petascale data era.
While such facilities will provide astronomers with unprecedented levels of
accuracy and coverage, the increases in dataset size and dimensionality will
pose serious computational challenges for many current astronomy data analysis
and visualization tools. With such data sizes, even simple data analysis tasks
(e.g. calculating a histogram or computing data minimum/maximum) may not be
achievable without access to a supercomputing facility.
To effectively handle such dataset sizes, which exceed today's single machine
memory and processing limits, we present a framework that exploits the
distributed power of GPUs and many-core CPUs, with a goal of providing data
analysis and visualizing tasks as a service for astronomers. By mixing shared
and distributed memory architectures, our framework effectively utilizes the
underlying hardware infrastructure handling both batched and real-time data
analysis and visualization tasks. Offering such functionality as a service in a
"software as a service" manner will reduce the total cost of ownership, provide
an easy to use tool to the wider astronomical community, and enable a more
optimized utilization of the underlying hardware infrastructure.Comment: 4 Pages, 1 figures, To appear in the proceedings of ADASS XXI, ed.
P.Ballester and D.Egret, ASP Conf. Serie
Shared visiting in Equator city
In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics
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