Bergmann T., Balzer M., Hopp T., Van De Kamp T., Kopmann A., Jerome N.T., Zapf M.

in VISIGRAPP 2017 – Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, 3 (2017) 330-334.

Abstract

Copyright © 2017 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved. 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.