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Evolution of VR Software and Hardware for Explosion and Fire Safety Assessment and Training

In: Interactive Data Processing and 3D Visualization of the Solid Earth

Author

Listed:
  • 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))

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.

Suggested Citation

  • Chad Jarvis & Veronika Solteszova & Dag Magne Ulvang & Djurre Siccama & Daniel Patel, 2021. "Evolution of VR Software and Hardware for Explosion and Fire Safety Assessment and Training," Springer Books, in: Daniel Patel (ed.), Interactive Data Processing and 3D Visualization of the Solid Earth, pages 273-290, Springer.
  • Handle: RePEc:spr:sprchp:978-3-030-90716-7_8
    DOI: 10.1007/978-3-030-90716-7_8
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