Abstract | ||
---|---|---|
Over the past few years, virtual reality (VR) has transitioned from the realm of expensive research prototypes and military installations into widely available consumer devices. These devices enable experiences that are highly immersive and entertaining, and have the potential to redefine the future of computer graphics. Yet, several challenges limit the practicality and accessibility of modern virtual reality Head-Mounted Displays (HMDs), including: |
Year | DOI | Venue |
---|---|---|
2017 | 10.1145/3084873.3086551 | SIGGRAPH Courses |
Field | DocType | ISBN |
Virtual reality,Realm,Computer graphics (images),Computer science,Computer-mediated reality,Immersion (virtual reality),Mixed reality,Rendering (computer graphics),Multimedia,Computer graphics,Visual perception | Conference | 978-1-4503-5014-3 |
Citations | PageRank | References |
1 | 0.37 | 0 |
Authors | ||
6 |
Name | Order | Citations | PageRank |
---|---|---|---|
Anjul Patney | 1 | 347 | 24.05 |
Marina Zannoli | 2 | 11 | 2.58 |
George Alex Koulieris | 3 | 55 | 6.31 |
Joohwan Kim | 4 | 50 | 4.87 |
Gordon Wetzstein | 5 | 945 | 72.47 |
Frank Steinicke | 6 | 1168 | 114.25 |