We built the DSCVR System to prove that inexpensive virtual reality environments are a viable alternative to costly commercial systems. Based on our analysis, we have created a system whose performance rivals that of systems that are 20 to 100 times more expensive.
DSCVR is built from consumer-grade 3DTVs, gaming PCs, Kinect for Windows, and a modular aluminum frame. It supports high-resolution imagery, 4K videos, a variety of cluster software, and realtime stereo 3D graphics with head and body tracking.
The DSCVR System is shaped like a half-cylinder for a reason. This arrangement creates a 4-foot-diameter "sweet spot" for viewers near the center of the system.
Why design the system like this? The combination of vertically mounted displays and a half-cylinder arrangement is what eliminates unsightly "image ghosting", or stereoscopic "crosstalk" artifacts, for viewers of varying statures, standing or sitting.
Any other solution to this problem would have been cost-prohibitive. For example, the state-of-the-art CAVE2™ at UIC relies on custom screens with modified polarizing filters to eliminate off-axis viewing artifacts. Hence, the size and shape of this innovative design are exactly what enables DSCVR to use off-the-shelf 3DTVs.
The final system is truly a collaborative effort, and it would not have been possible without the time and dedication of numerous coworkers and colleagues who helped us.
We would specifically like to thank Vito Freese for his assistance with installation and Patricia Brennan, Kendra Kreutz, Andrew Wagner, John Hilgers and Roberto Rengel for their support and assistance in this project.