Abstract:
This work is a proof of concept, where we explore the possibility of rendering natural scenes in a head mounted display device without meshing. Real-time, stereoscopic fu...Show MoreMetadata
Abstract:
This work is a proof of concept, where we explore the possibility of rendering natural scenes in a head mounted display device without meshing. Real-time, stereoscopic full-HD rendering is obtained for a 14 million points scene, using a low end graphics card for virtual reality (Nvidia GeForce GTX 970), within an Oculus Rift DK2. High quality is achieved by using splatting, while real-time rendering is made possible by the means of a good data structure and a complexity reduction of the scene with techniques such as Optimized Sub-Sampling, Level of Detail and Frustum Culling. Altogether, those techniques lead to a good virtual reality immersion. Choices and limitations of the proposed techniques are discussed.
Published in: 2016 International Conference on 3D Imaging (IC3D)
Date of Conference: 13-14 December 2016
Date Added to IEEE Xplore: 19 January 2017
ISBN Information:
Electronic ISSN: 2379-1780