Speaker
Description
Virtual Reality (VR) applications play an important role in HEP Outreach & Education. They make it possible to organize virtual tours of the experimental infrastructure by virtually interacting with detector facilities, describing their purpose and functionalities. However, nowadays VR applications require expensive hardware, like the Oculus headset or MS Hololense, and powerful computers. As a result, this reduces the reach of VR application implementation and makes their benefits questionable. An important improvement to VR development is thus to facilitate the usage of inexpensive hardware, like Google cardboard and phones with average computational power.
Requirements to use inexpensive hardware and achieve quality and performance close to the advanced hardware bring challenges to the VR application developers. One of these challenges concerns the geometry of the 3D VR scenes. Geometry defines the quality of the 3D scenes and at the same time causes big loads on the GPU. Therefore, development methods of the geometry make it possible to find a good balance between the quality and performance of the VR applications.
The paper describes methods of the simplification of the "as-built" geometry descriptions; ways to reduce the number of facets to meet the GPU limitations in performance, and ensure the smooth movement in the VR scenes.