ISBN: 978-981-08-3165-3

Authors: Paul Bourke

Abstract:

In many games, notably first person shooters, the player inhabits a 3D virtual world similar to the user experience in a virtual reality application or training simulator. It is generally accepted that in such environments there is a heightened sense of immersion and engagement [1] if the player is surrounded by the virtual imagery, that is, the virtual world occupies their entire visual field. However traditional realtime graphics APIs only support parallel and perspective projections, whereas for immersive displays different projections are required. In the following I will discuss a particular immersive display environment based upon a hemispherical dome and present a method of creating the correct projections using the Unity game engine [2]. Design decisions will be presented along with a discussion of the performance and issues with the approach taken. The techniques discussed are general and appropriate to other game engines for which source code is available or, as in the case of Unity, the scripting language is powerful enough to implement the required mapping and geometry correction.

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