Speaker: Ole Ciliox (ZKM Karlsruhe, Germany)
The traditional development of virtual and augmented reality applications usually relied on expensive workstation hardware and custom developed software. Today, this approach seems not reasonable anymore. Alone the development of a modern rendering pipeline for the application can consume several man-months. However, modern game engines incorporate modern and highly efficient rendering pipelines that could support the application development on higher levels. This talk introduces important terms and definitions, presents some examples like the adoption with spatially immersive projector-based displays (SIDs) and shows some problems that are inherent to game engines.