Facilities>Virtual Reality Laboratory
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The Virtual Reality Laboratory at the University of Iowa
has developed novel technologies for visualization of physics-based simulation using realistic (indeed photorealistic) graphics that is based on PC workstations.

 

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Stereoscopic visualization (both passive and active stereo methods are used)

Large screen and multi-wall systems:  The VR Lab's methodologies for large screen rear or front projection has enabled us to simulate one-to-one scale vehicles, humans, weapons, and systems. 

LCD, CRT, and DLP projectors are used in our research. Our lab is equipped with state-of-the-art display technologies, unmatched anywhere else in the world.  Indeed, we are in the process of building the world's first 6-walled CUBE system that is PC based.

 

 

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The Virtual Reality Laboratory at the University of Iowa was established in 1998 with major funding from Allsteel, Inc.  Since its inception, the VR Laboratory has achieved great success in deploying VR technologies to Fortune 500 industries such as Maytag, Deere, and Hon Industries. Our success is attributed to our methodology for using VR as a tool, a way to reduce costs and save time.
  • Research Issues:
    - High quality quadbuffer stereoscopic visualization
    - High frame rates
    - High level of photorealism
    - High number of polygons per second
    - High number of polygons per channel
    - Dynamic levels of fidelity
    - Visualization of complex data
    -  Visualization of fluid flow, large dams, and complex topology
    - Visualization of biological data
    - Visualization of medical imaging data

 

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Our facilities:

a. The world's first 6-wall PC-based VR CUBE (under construction)
b. A 3-walled PC-based VR systems
c. A one walled large active viz system
d. A 3-walled large active system
e. A portable passive visualization system

Our facilities continue to grow, and we continue to add new technologies in terms of sensory interaction, presence, and perception.  We are particularly interested in human-computer interaction because of our close association with the Virtual Soldier Research program.

 


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