dc.contributor.author | Gascón, Jorge | en_US |
dc.contributor.author | Bayona, José M. | en_US |
dc.contributor.author | Espadero, José M. | en_US |
dc.contributor.author | Otaduy, Miguel A. | en_US |
dc.contributor.editor | Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M. | en_US |
dc.date.accessioned | 2021-06-18T07:47:44Z | |
dc.date.available | 2021-06-18T07:47:44Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-152-6 | |
dc.identifier.uri | https://doi.org/10.2312/pt.20111134 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pt20111134 | |
dc.description.abstract | BlenderCave is a framework for the fast creation of virtual reality applications for multi-screen display systems. It consists of a set of extensions to the open-source Blender Game Engine (BGE), leveraging the scene creation and real-time rendering capabilities of BGE, and augmenting them with easy-to-setup support for CAVE or Powerwall-type displays. The framework is implemented in a distributed manner, and it contains a virtual camera setup to control the display output, and a lightweight network communication protocol to manage events and synchronize the application state. We demonstrate that, with BlenderCAVE, 3D applications can easily be written in Blender and displayed on multi-screen displays. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | ! | |
dc.title | BlenderCAVE: Easy VR Authoring for Multi-Screen Displays | en_US |
dc.description.seriesinformation | V Ibero-American Symposium in Computer Graphics | |
dc.description.sectionheaders | Displays and Computational Photography | |
dc.identifier.doi | 10.2312/pt.20111134 | |
dc.identifier.pages | 91-97 | |