Résumé
A cave automatic virtual environment (better known by the recursive acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic in which a philosopher contemplates perception, reality, and illusion. The CAVE was invented by Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti at the University of Illinois, Chicago Electronic Visualization Laboratory in 1992. A CAVE is typically a video theater situated within a larger room. The walls of a CAVE are typically made up of rear-projection screens, however flat panel displays are becoming more common. The floor can be a downward-projection screen, a bottom projected screen or a flat panel display. The projection systems are very high-resolution due to the near distance viewing which requires very small pixel sizes to retain the illusion of reality. The user wears 3D glasses inside the CAVE to see 3D graphics generated by the CAVE. People using the CAVE can see objects apparently floating in the air, and can walk around them, getting a proper view of what they would look like in reality. This was initially made possible by electromagnetic sensors, but has converted to infrared cameras. The frame of early CAVEs had to be built from non-magnetic materials such as wood to minimize interference with the electromagnetic sensors; the change to infrared tracking has removed that limitation. A CAVE user's movements are tracked by the sensors typically attached to the 3D glasses and the video continually adjusts to retain the viewers perspective. Computers control both this aspect of the CAVE and the audio aspect. There are typically multiple speakers placed at multiple angles in the CAVE, providing 3D sound to complement the 3D video. A lifelike visual display is created by projectors positioned outside the CAVE and controlled by physical movements from a user inside the CAVE.
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