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The future of the CAVE

Authors :
Luc Renambot
Philip Weber
Andrew Prudhomme
Steven Cutchin
Christopher Knox
Kevin Ponto
Daniel J. Sandin
Gregory Dawe
Jürgen P. Schulze
Madhu Srinivasan
Richard A. Ainsworth
Andrew Johnson
Vid Petrovic
Jason Leigh
Kai Doerr
Ramesh R. Rao
Larry Smarr
Lance Long
Falko Kuester
Gregory Wickham
Thomas A. DeFanti
Maxine D. Brown
Robert Kooima
D. Acevedo
Peter Otto
Source :
Open Engineering, Vol 1, Iss 1, Pp 16-37 (2011)
Publication Year :
2011
Publisher :
Walter de Gruyter GmbH, 2011.

Abstract

The CAVE, a walk-in virtual reality environment typically consisting of 4–6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the University of Illinois at Chicago. New means of image generation and control are considered key contributions to the future viability of the CAVE as a virtual-reality device.

Details

ISSN :
23915439
Volume :
1
Database :
OpenAIRE
Journal :
Open Engineering
Accession number :
edsair.doi.dedup.....9ab647f9b22ddadffc0a6249e804fb63