4295

Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays

Oliver Bimber, Anselm Grundhofer, Thomas Zeidler, Daniel Danch, Pedro Kapakos
Bauhaus-University Weimar
Virtual Reality Conference, 2006

@article{bimber2006compensating,

   title={Compensating indirect scattering for immersive and semi-immersive projection displays},

   author={Bimber, O. and Grundhofer, A. and Zeidler, T. and Danch, D. and Kapakos, P.},

   year={2006},

   publisher={IEEE Computer Society}

}

Download Download (PDF)   View View   Source Source   

536

views

We present a real-time reverse radiosity method for compensating indirect scattering effects that occur with immersive and semi-immersive projection displays. It computes a numerical solution directly on the GPU and is implemented with pixel shading and multi-pass rendering which together realizes a Jacobi solver for sparse matrix linear equation systems. Our method is validated and evaluated based on a stereoscopic two-sided wall display. The images appear more brilliant and uniform when compensating the scattering contribution.
No votes yet.
Please wait...

* * *

* * *

HGPU group © 2010-2017 hgpu.org

All rights belong to the respective authors

Contact us: