Stereoscopic Rendering of Virtual Environments with Wide Field-of-Views up to 360{\textdegree}
Résumé
In this paper we introduce a novel approach for stereoscopic ren- dering of virtual environments with a wide Field-of-View (FoV) up to 360◦. Handling such a wide FoV implies the use of non- planar projections and generates specific problems such as for ras- terization and clipping of primitives. We propose a novel pre-clip stage specifically adapted to geometric approaches for which prob- lems occur with polygons spanning across the projection disconti- nuities. Our approach integrates seamlessly with immersive virtual reality systems as it is compatible with stereoscopy, head-tracking, and multi-surface projections. The benchmarking of our approach with different hardware setups could show that it is well compliant with real-time constraint, and capable of displaying a wide range of FoVs. Thus, our geometric approach could be used in various VR applications in which the user needs to extend the FoV and appre- hend more visual information.
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