Share Email Print
cover

Proceedings Paper

Game engines and immersive displays
Author(s): Benjamin Chang; Marc Destefano
Format Member Price Non-Member Price
PDF $17.00 $21.00

Paper Abstract

While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

Paper Details

Date Published: 28 February 2014
PDF: 10 pages
Proc. SPIE 9012, The Engineering Reality of Virtual Reality 2014, 90120G (28 February 2014); doi: 10.1117/12.2042626
Show Author Affiliations
Benjamin Chang, Rensselaer Polytechnic Institute (United States)
Marc Destefano, Rensselaer Polytechnic Institute (United States)


Published in SPIE Proceedings Vol. 9012:
The Engineering Reality of Virtual Reality 2014
Margaret Dolinsky; Ian E. McDowall, Editor(s)

© SPIE. Terms of Use
Back to Top
PREMIUM CONTENT
Sign in to read the full article
Create a free SPIE account to get access to
premium articles and original research
Forgot your username?
close_icon_gray