Evolution of VR Software and Hardware for Explosion and Fire Safety Assessment and Training
Chad Jarvis (),
Veronika Solteszova (),
Dag Magne Ulvang (),
Djurre Siccama () and
Daniel Patel ()
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Chad Jarvis: GraphCore
Veronika Solteszova: Equinor
Dag Magne Ulvang: Gexcon AS
Djurre Siccama: Gexcon AS
Daniel Patel: Rapid Geology AS and Western Norway University of Applied Sciences (HVL)
A chapter in Interactive Data Processing and 3D Visualization of the Solid Earth, 2021, pp 273-290 from Springer
Abstract:
Abstract Building and maintaining a custom-made Virtual Reality (VR) system is expensive and time consuming. The recent availability of affordable and capable head mounted displays (HMD) and graphics cards along with powerful 3D game engines has created new opportunities for implementing VR systems. In this chapter we describe the historical development of software and hardware for VR systems and applications from the 90s to today, as well as the advantages, disadvantages and challenges that the recent developments have introduced. The development is described through the journey of porting a VR system from a custom made game engine displayed on a backprojected screen to using an inexpensive off-the-shelf system with the Unity game engine displayed in an HMD.
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-030-90716-7_8
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DOI: 10.1007/978-3-030-90716-7_8
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