Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays
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}
}
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.
June 8, 2011 by hgpu