CAVE ™ FAQ Rough Draft

Description

CAVE Automatic Virtual Environment can also be defined as a "VR Theatre Display" or a "Spatially Immersive Display (SID)". Using multiple projectors, the CAVE ™ display is configured with stereo, rear-projected graphics (3 walls and the floor) and viewed with stereo glasses (shutter glasses).

The CAVE ™ was developed in 1992 by the Electronic Visualization Laboratory, University of Illinois at Chicago and is now being produced commercially by FakeSpace Systems.

Specifications:

Online Resources:

Futures Lab Virtual Environments

Argonne CAVE Lab
Argonne CAVE Operations Manual

Electronic Visualization Laboratory, University of Illinois, Virtual Reality Systems, CAVE ™ specifications, [Online]. Available on WWW: http://evlweb.eecs.uic.edu/EVL/VR/systems.html. See also the CAVE ™ overview: http://evlweb.eecs.uic.edu/EVL/VR/CAVE.overview.html

EVE: Extended Virtual Environment http://domini.zkm.de/projects/bildmedien/eve.en.html. Project pages at ZKM.

NCSA Virtual Reality Lab & CAVE

FakeSpace Systems, Inc.: CAVE ™ and ImmersaDesk distributors. CAVE ™. See The Bigger Picture. http://www.fakespacesystems.com/products/cave.htm

References:

Akkiraju, N., Edelsbrunner, H., Ping, F., & Jiang, Q. (1996). Viewing geometric protein structures from inside a CAVE ™. IEEE Computer Graphics and Applications, 16(4), 58-61.

Cross, R. A., & Hanson, A. J. (1994). Virtual reality performance for virtual geometry. In Proceedings of the Visualization '94, Washington, DC, USA, (pp. 156-63, CP17). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Cruz-Neira, C., Langley, R., & Bash, P. A. (1996). VIBE: a Virtual Biomolecular Environment for interactive molecular modeling. Computers & Chemistry, 20(4), 469-477.

Cruz-Neira, C., Leigh, J., Papka, M., Barnes, C., Cohen, S. M., Das, S., Engelmann, R., Hudson, R., Roy, T., Siegel, L., Vasilakis, C., DeFanti, T. A., & Sandin, D. J. (1993). Scientists in wonderland: A report on visualization applications in the CAVE ™ virtual reality environment. In Proceedings of the IEEE 1993 Symposium on Research Frontiers in Virtual Reality, San Jose, CA, USA, (pp. 59-66). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Cruz-Neira, C., Sandin, D. J., & DeFanti, T. A. (1993). Surround-screen projection-based virtual reality: the design and implementation of the CAVE ™. In Proceedings of the Computer Graphics Proceedings, Anaheim, CA, USA, (pp. 135-142). New York, NY, USA: ACM.

Cruz-Neira, C., Sandin, D. J., Defanti, T. A., Kentyon, R. V., & Hart, J. C. (1992). The CAVE ™: audio visual experience automatic virtual environment. Communications of the ACM, 35(6), 64-72.

DeFanti, T. A., Sandin, D. J., & Cruz-Neira, C. (1993). A 'room' with a 'view'. IEEE Spectrum, 30(10), 30-33, 39.

Disz, T., Papka, M., Stevens, R., Pellegrino, M., & Taylor, V. (SCS. 9-13 April 1995.). Virtual reality visualization of parallel molecular dynamics simulation. In Proceedings of the High Performance Computing Symposium 1995 `Grand Challenges in Computer Simulation`, (pp. 483-487). San Diego, CA, USA: SCS.

Electronic Visualization Laboratory. (1994, October 11). CAVE ™ User's Guide. Chicago, IL: Electronic Visualization Laboratory. [Online: WWW] http://www.eecs.uic.edu/~mczernus/CAVEview/General/CAVEGuide.html

Ghazisaedy, M., Adamczyk, D., Sandin, D. J., Kenyon, R. V., & DeFanti, T. A. (1995). Ultrasonic calibration of a magnetic tracker in a virtual reality space. In Proceedings of the Virtual Reality Annual International Symposium '95 (pp. 179-188). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Goldman, J., & Roy, T. M. (1994). The cosmic worm. IEEE Computer Graphics and Applications, 14(4), 12-14.

Hirose, M., Taniguchi, M., Nakagaki, Y., & Nihei, K. (1994). Virtual playground and communication environments for children. IEICE Transactions on Information and Systems, E77-D(12), 1330-4.

Huang, M., Papka, M., DeFanti, T., Levine, D., Turner, L., & Kettunen, L. (1995). Virtual reality visualization of accelerator magnets. In Proceedings of the High Performance Computing Symposium 1995 `Grand Challenges in Computer Simulation', Phoenix, AZ, USA, (pp. 465-470). San Diego, CA, USA: SCS.

Johnson, A., & Fotouhi, F. (1994). The SANDBOX: a virtual reality interface to scientific databases. In Proceedings of the Seventh International Working Conference on Scientific and Statistical Database Management, (pp. 12-21). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Kenyon, R. V., DeFanti, T. A., & Sandin, D. J. (1995). Visual requirements for virtual-environment generation. Journal of the Society for Information Display, 3(4), 211-214.

Leigh, J., & Johnson, A. E. (1996.). CALVIN: an immersimedia design environment utilizing heterogeneous perspectives. In Proceedings of the Proceedings of the International Conference on Multimedia Computing and Systems, (pp. 20-3). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Leigh, J., & Johnson, A. E. (1996). Supporting transcontinental collaborative work in persistent virtual environments. IEEE Computer Graphics and Applications, 16(4), 47-51.

Leigh, J., Johnson, A. E., Vasilakis, C. A., & DeFanti, T. A. (1996). Multi-perspective collaborative design in persistent networked virtual environments. In Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium, (pp. 253-60, 271-2). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Pape, D. (1996). A hardware-independent virtual reality development system. IEEE Computer Graphics and Applications, 16(4), 44-47.

Papka, M. E., & Stevens, R. (1996). UbiWorld: an environment integrating virtual reality, supercomputing and design. In Proceedings of the Fifth IEEE International Symposium on High Performance Distributed Computing, (pp. 306-307). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.

Roy, T. M., & DeFanti, T. A. (1995). Interactive visualization in a high performance computing virtual environment. In Proceedings of the High Performance Computing Symposium 1995 `Grand Challenges in Computer Simulation`, 1995 Simulation Multiconference., Phoenix, AZ, USA, (pp. 471-476). San Diego, CA, USA: SCS.

Shaw, J. (1994, May/June). EVE: Extended Virtual Environment. Virtual Reality World, pp. 59-61.

Stevens, R. (1994). Multimedia supercomputing: the use of supercomputers to drive high-performance multimedia systems and virtual environments. In Proceedings of the Third IEEE International Symposium on High Performance Distributed Computing, (pp. 3). Los Alamitos, CA, USA: IEEE Comput. Soc. Press.