Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction for Scientific Visualization

Till Bergmann, Matthias Balzer, Torsten Hopp, Thomas van de Kamp, Andreas Kopmann, Nicholas Tan Jerome, Michael Zapf

2017

Abstract

The computer gaming industry is traditionally the moving power and spirit in the development of computer visualization hardware and software. This year, affordable and high quality virtual reality headsets became available and the science community is eager to get benefit from it. This paper describes first experiences in adapting the new hardware for three different visualization use cases. In all three examples existing visualization pipelines were extended by virtual reality technology. We describe our approach, based on the HTC Vive VR headset, the open source software Blender and the Unreal Engine 4 game engine. The use cases are from three different fields: large-scale particle physics research, X-ray-imaging for entomology research and medical imaging with ultrasound computer tomography. Finally we discuss benefits and limits of the current virtual reality technology and present an outlook to future developments.

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Paper Citation


in Harvard Style

Bergmann T., Balzer M., Hopp T., van de Kamp T., Kopmann A., Tan Jerome N. and Zapf M. (2017). Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction for Scientific Visualization . In Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 3: IVAPP, (VISIGRAPP 2017) ISBN 978-989-758-228-8, pages 330-334. DOI: 10.5220/0006262903300334

in Bibtex Style

@conference{ivapp17,
author={Till Bergmann and Matthias Balzer and Torsten Hopp and Thomas van de Kamp and Andreas Kopmann and Nicholas Tan Jerome and Michael Zapf},
title={Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction for Scientific Visualization},
booktitle={Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 3: IVAPP, (VISIGRAPP 2017)},
year={2017},
pages={330-334},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006262903300334},
isbn={978-989-758-228-8},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 3: IVAPP, (VISIGRAPP 2017)
TI - Inspiration from VR Gaming Technology: Deep Immersion and Realistic Interaction for Scientific Visualization
SN - 978-989-758-228-8
AU - Bergmann T.
AU - Balzer M.
AU - Hopp T.
AU - van de Kamp T.
AU - Kopmann A.
AU - Tan Jerome N.
AU - Zapf M.
PY - 2017
SP - 330
EP - 334
DO - 10.5220/0006262903300334