• DocumentCode
    18252
  • Title

    Designing Perspectively Correct Multiplanar Displays

  • Author

    Harish, Palagati ; Narayanan, P.J.

  • Author_Institution
    Center for Visual Inf. Technol., Int. Inst. of Inf. Technol., Hyderabad, India
  • Volume
    19
  • Issue
    3
  • fYear
    2013
  • fDate
    Mar-13
  • Firstpage
    407
  • Lastpage
    419
  • Abstract
    Displays remain flat and passive amidst the many changes in their fundamental technologies. One natural step ahead is to create displays that merge seamlessly in shape and appearance with one´s natural surroundings. In this paper, we present a system to design, render to, and build view-dependent multiplanar displays of arbitrary piecewise-planar shapes, built using polygonal facets. Our system provides high quality, interactive rendering of 3D environments to a head-tracked viewer on arbitrary multiplanar displays. We develop a novel rendering scheme that produces exact image and depth map at each facet, producing artifact-free images on and across facet boundaries. The system scales to a large number of display facets by rendering all facets in a single pass of rasterization. This is achieved using a parallel, perframe, view-dependent binning and prewarping of scene triangles. The display is driven using one or more target quilt images into which facet pixels are packed. Our method places no constraints on the scene or the display and allows for fully dynamic scenes to be rendered interactively at high resolutions. The steps of our system are implemented efficiently on commodity GPUs. We present a few prototype displays to establish the scalability of our system on different display shapes, form factors, and complexity: from a cube made out of LCD panels to spherical/cylindrical projected setups to arbitrary complex shapes in simulation. Performance of our system is demonstrated for both rendering quality and speed, for increasing scene and display facet sizes. A subjective user study is also presented to evaluate the user experience using a walk-around display compared to a flat panel for a game-like setting.
  • Keywords
    display devices; rendering (computer graphics); 3D environments; LCD panels; arbitrary complex shapes; arbitrary piecewise-planar shapes; artifact-free images; commodity GPU; depth map; display facets; display shapes; dynamic scenes; facet boundaries; facet pixels; flat panel display; form factors; game-like setting; head-tracked viewer; image map; interactive rendering; polygonal facets; prewarping; prototype displays; rasterization; rendering quality; rendering speed; scene triangles; spherical-cylindrical projected setups; subjective user study; user experience; view-dependent binning; view-dependent multiplanar displays; walk-around display; Cameras; Head; Pipelines; Rendering (computer graphics); Shape; Three dimensional displays; 3D visualization; Nonrectangular displays; arbitrary shaped displays; fish tank virtual reality; parallel culling; user interaction; view-dependent rendering; Algorithms; Computer Graphics; Image Enhancement; Image Interpretation, Computer-Assisted; Imaging, Three-Dimensional; Numerical Analysis, Computer-Assisted; Signal Processing, Computer-Assisted; User-Computer Interface;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2012.135
  • Filename
    6216371