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dc.contributor.authorHashimoto, Naokien_US
dc.contributor.authorIshida, Yoshihikoen_US
dc.contributor.authorSato, Makotoen_US
dc.contributor.editorErik Kjems and Roland Blachen_US
dc.date.accessioned2014-01-27T10:42:42Z
dc.date.available2014-01-27T10:42:42Z
dc.date.issued2005en_US
dc.identifier.isbn978-3-905674-06-4en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/IPT_EGVE2005/069-078en_US
dc.description.abstractIn multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multi-projector displays.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.2 [Computer Graphics]: Graphics Systems C.2.4 [Computer-Communication Networks]: Distributed Systems I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleA Game Engine-based Multi-Projection Virtual Environment with System-Level Synchronizationen_US
dc.description.seriesinformationEurographics Symposium on Virtual Environmentsen_US


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