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Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction for Scientific Visualization

Bergmann, Till; Balzer, Matthias; Hopp, Torsten; van de Kamp, Thomas; Kopmann, Andreas; Jerome, Nicholas Tan; Zapf, Michael

Abstract (englisch):
The computer gaming industry is traditionally the moving power and spirit in the development of computer visualization hardware and software. This year, affordable and high quality virtual reality headsets became available and the science community is eager to get benefit from it. This paper describes first experiences in adapting the new hardware for three different visualization use cases. In all three examples existing visualization pipelines were extended by virtual reality technology. We describe our approach, based on the HTC Vive VR headset, the open source software Blender and the Unreal Engine 4 game engine. The use cases are from three different fields: large-scale particle physics research, X-ray-imaging for entomology research and medical imaging with ultrasound computer tomography. Finally we discuss benefits and limits of the current virtual reality technology and present an outlook to future developments.


Zugehörige Institution(en) am KIT Institut für Prozessdatenverarbeitung und Elektronik (IPE)
Institut für Photonenforschung und Synchrotronstrahlung (IPS)
Publikationstyp Proceedingsbeitrag
Jahr 2017
Sprache Englisch
Identifikator ISBN: 978-989-758-228-8
KITopen-ID: 1000078131
HGF-Programm 54.02.02 (POF III, LK 01)
Erschienen in IVAPP 2017 : 8th International Conference on Information Visualization Theory and Applications, Porto, Portugal, 27. Februar - 1. März.2017. Vol.: 3. Ed.: L. Linsen (IVAPP is part of VISIGRAPP, the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications)
Verlag SciTePress, Setúbal
Seiten 330-334
Nachgewiesen in Scopus
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