In this paper, we describe the development and operating principles of animmersive virtual reality (VR) visualisation environment that is designedaround the use of consumer VR headsets in an existing wide area motion capturesuite. We present two case studies in the application areas of visualisation ofscientific and engineering data. Each of these case studies utilise a differentrender engine, namely a custom engine for one case and a commercial game enginefor the other. The advantages and appropriateness of each approach arediscussed along with suggestions for future work.
展开▼