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High-resolution Spatially Immersive Displays (SID) generally involve wide field of view (WFOV) image generation using multiple projectors. This paper describes a robust calibration and rendering method for projector based seamless displays using a video camera. It solves the basic problem of registering and blending overlap of two projections at a time. It(More)
To create an effective illusion of virtual objects coexisting with the real world, see-through HMD-based Augmented Reality techniques supplement the user's view with images of virtual objects. We introduce here a new paradigm, Spatially Augmented Reality (SAR), where virtual objects are rendered directly within or on the user's physical space. A key benefit(More)
  • William J Dally, Leonard Mcmillan, Gary Bishop, Henry Fuchs
  • 1996
This paper introduces the delta tree, a data structure that represents an object using a set of reference images. It also describes an algorithm for generating arbitrary re-projections of an object by traversing its delta tree. Delta trees are an efficient representation in terms of both storage and rendering performance. Each node of a delta tree stores an(More)
This paper presents our eorts to accurately track a Head-Mounted Display (HMD) in a large environment. We review our current benchtop prototype (introduced in WCF90]), then describe our plans for building the full-scale system. Both systems use an inside-out optical tracking scheme, where lateral-eeect photodiodes mounted on the user's helmet view ashing(More)
While photographs vividly capture a scene from a single viewpoint, it is our goal to capture a scene in such a way that a viewer can freely move to any viewpoint, just as he or she would in an actual scene. We have built a prototype system to quickly digitize a scene using a laser rangefinder and a high-resolution digital camera that accurately captures a(More)
MARC OLANO: A Programmable Pipeline for Graphics Hardware (Under the direction of Anselmo Lastra) This dissertation demonstrates user-written procedures on an interactive graphics machine. Procedural shading is a proven technique for off-line rendering, and has been effectively used for years in commercials and movies. During most of that time,(More)
An optoelectronic head-tracking system for head-mounted displays is described. The system features a scalable work area that currently measures 10' x 12', a measurement update rate of 20-100 Hz with 20-60 ms of delay, and a resolution specification of 2 mm and 0.2 degrees. The sensors consist of four head-mounted imaging devices that view infrared(More)
A new approach to telepresence is presented in which a multitude of stationary cameras are used to acquire both photometric and depth information. A virtual environment is constructed by displaying the acquired data from the remote site in accordance with the head position and orientation of a local participant. Shown are preliminary results of a depth(More)
We introduce PixelFlex2, our newest scalable wall-sized, multi-projector display system. For it, we had to solve most of the difficult problems left open by its predecessor , PixelFlex, a proof-of-concept demonstration driven by a large, multi-headed SGI graphics system. PixelFlex2 retains the achievements of PixelFlex (high-performance through single-pass(More)
Tracking systems determine the position and/or orientation of a target object, and are used for many different purposes in various fields of work. My focus is tracking systems in virtual environments. While the primary use of tracking for virtual environments is to track the head position and orientation to set viewing parameters, another use is body(More)