Abstract:
An extended image-based algorithm for the relativistic visualization is presented. The higher performance of the implementation is achieved by using the programmable vertex- and pixel shader units of current graphics hardware. All computations, including the generation of the tetraeder map or cubemap and the relativistic distortion, doppler and searchlight effect, can be done on the graphics hardware. A single gpu can render scenes with over 100000 polygons at framerates of 60 FPS and higher. For more complex scenes, the implementation can easily be parallelized to run on a rendering cluster.
In addition to the relativistic distortion, the implementation includes a pixel-based geometry and brightness correction. This is important when using multiple projectors or a bent projection surface.
The fast implementation is well suited for the interactive stereoscopic visualization, where each frame has to be rendered for the left and right eye respectively. The run-time differences of the light between the two eyes influence the depth perception of binocular observation. Fast moving points will be seen at a different distance. The rotation of fast moving bodies as described in the literature is perceived as a combination of a rotation and a shortening in three dimensional space under binocular observation. When looking in the direction of motion, the stereoscopically perceived distance of an object is consistent with the distance induced from the object's smaller subtended angle due to the abberation.