Vrui VR Toolkit --- Vrui 虚拟现实工具集

[TOC]

The task of a virtual reality (VR) development toolkit is to shield an application developer from the particular configuration of a VR environment, such that applications can be developed quickly and in a portable and scalable fashion. Three important parts of this overarching goal are encapsulation of the display environment, encapsulation of the distribution environment, and encapsulation of the input device environment. In more detail, these three partial goals are:

虚拟现实(VR)开发工具包的任务是保护应用程序开发人员不受VR环境的特殊配置的影响,从而使应用程序能够快速、灵活、可扩展地开发。这一总体目标的三个重要部分是:显示环境的封装、分布环境的封装和输入设备环境的封装。在更多的细节,这三个部分的目标是:

Display abstraction
A toolkit should provide OpenGL rendering contexts that are set up in such a fashion that rendering a model in user-specific coordinates will display that model on all rendering surfaces (monitors, screens,head-mounted displays) in correct head-tracked stereographic mode.

显示抽象
一个工具包应该提供OpenGL渲染的上下文,能够将用户指定的模型在所有渲染设备上(显示器,屏幕,头戴式设备),以正确的头部跟踪立体模式显示。

Distribution abstraction
As larger VR environments require more than one computer to operate, the detail aspects of distribution (number of computers, connection topology, etc.) should be hidden by the toolkit. In principle, there are at least three ways to distribute a rendering environment: "split first," where an application is replicated on all computers and synchronized by distributing input device and ancillary data; "split middle," where a shared data structure, e.g., a scene graph, is used to transmit data from one application computer to all rendering computers; and "split last," where the OpenGL API call stream is broadcast from one application computer to all rendering computers, e.g., using Chromium. A toolkit should also hide the difference between a distributed rendering environment running on a cluster of individual computers, and one running on a shared-memory multi-CPU computer with several independent graphics pipes.

分布抽象
由于较大的VR环境需要多台计算机进行操作,所以工具包应该隐藏分发的细节方面(计算机数量,连接拓扑等)。原则上,至少有三种方式来分配渲染环境:“拆分第一”,其中应用程序在所有计算机上复制并通过分发输入设备和辅助数据进行同步;“分割中间”,其中共享数据结构,例如场景图,用于将数据从一个应用计算机发送到所有的呈现计算机;“最后拆分”,其中OpenGL API调用流从一个应用计算机广播到所有呈现计算机,例如使用Chromium。一个工具包还应该隐藏在单个计算机的集群上运行的分布式呈现环境和在具有多个独立图形管道的共享内存多CPU计算机上运行的分布式渲染环境之间的区别。

Input abstraction
There are a wide variety of different vendors, models and protocols to connect VR input devices such as space balls, space mice, 6-DOF trackers, wands, data gloves, etc., to the computers comprising a VR environment. A toolkit must hide these differences in hardware, and provide a uniform view of the set of connected input devices. Furthermore, a too

  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值