Abstract

The MARquette Visualization Lab (MARVL) contains a clusterbased large-scale immersive visualization system to display and interact with stereoscopic content that has been filmed or computergenerated. MARVL uses head-mounted and augmented reality devices as portable sources for displaying this unique content. Traditional approaches to video playback using a plane fall short with larger immersive field-of-view (FOV) systems such as those used by MARVL. We therefore developed an approach to playback of stereoscopic videos in a 3D world where depth is determined by the video content. Objects in the 3D world receive the same video texture but computational efficiency is derived using UV texture offsets as opposing halves of a frame-packed 3D video. Left and right cameras are configured in Unity via culling masks so that they only uniquely show the texture for the corresponding eye. The camera configuration is then constructed through code at runtime using MiddleVR for Unity 4, and natively in Unity 5. This approach becomes more difficult with multiple cameras and maintaining stereo alignment for the full FOV, but has been used successfully in MARVL for applications including employee wellness initiatives, interactivity with high-performance computing results, and navigation within the physical world.

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