a display device abstraction for virtual reality applications
This paper presents a component based display device abstraction that is expressive enough to model all of the most commonly used display device configurations in virtual reality applications. Because of its modularity it can not only adapt to the device configuration, but also efficiently utilize multi-pipe graphics hardware on multi-processor machines to achieve optimal performance for any configuration. By separating the frustum definition into two independent components, the eye point and the virtual screen, devices with head-tracked viewers can be conveniently modeled. Moreover, by integrating the eye point and virtual screen definition into the scene graph, even complex camera control mechanisms can easily be implemented.
display device abstraction virtual reality object orientation computer graphics