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dc.contributor.authorFons, Joanen_US
dc.contributor.authorMonclús, Evaen_US
dc.contributor.authorVázquez, Pere-Pauen_US
dc.contributor.authorNavazo, Isabelen_US
dc.contributor.editorGarcía-Fernández, Ignacio and Ureña, Carlosen_US
dc.date.accessioned2018-06-26T13:59:29Z
dc.date.available2018-06-26T13:59:29Z
dc.date.issued2018
dc.identifier.isbn978-3-03868-067-3
dc.identifier.urihttps://doi.org/10.2312/ceig.20181153
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/ceig20181153
dc.description.abstractThe recent advances in VR headsets, such as the Oculus Rift or HTC Vive, at affordable prices offering a high resolution display, has empowered the development of immersive VR applications. data. In this paper we propose an immersive VR system that uses some well-known acceleration algorithms to achieve real-time rendering of volumetric datasets in an immersive VR system. Moreover, we have incorporated different basic interaction techniques to facilitate the inspection of the volume dataset. The interaction has been designed to be as natural as possible in order to achieve the most comfortable, user-friendly virtual experience. We have conducted an informal user study to evaluate the user preferences. Our evaluation shows that our application is perceived usable, easy of learn and very effective in terms of the high level of immersion achieved.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectComputer graphics
dc.subjectVirtual reality
dc.subjectVolumetric models
dc.titleRendering and Interacting With Volume Models in Immersive Environmentsen_US
dc.description.seriesinformationSpanish Computer Graphics Conference (CEIG)
dc.description.sectionheadersGraphics Interaction, Visualization and Rendering
dc.identifier.doi10.2312/ceig.20181153
dc.identifier.pages47-50


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    ISBN 978-3-03868-067-3

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