image of VR reconstruction
Home Contact PlanetJeff

CaveUT   (Project Inactive)


We no longer support CaveUT, but it remains useful, and several installations still use it. Our friends at the Intelligent Virtual Environment Lab (IVL) at the University of Teeside are working on a new way to use the modern Unreal Engine for immersive displays. We will announce it here as it is ready for public release.

CaveUT is a set of free modifications to the game, Unreal Tournament 2004 as a software platform for CAVE multiscreen immersive displays. The screens can be assembled in any configuration, with one computer per screen connected over a small local LAN. CaveUT will make sure the views are synchronized to create the illusion of a contiguous virtual world. CaveUT can be used by itself, but is much more capable when used with VRGL.

It also provides a cursor that can moved across all screens of the composite display. It allows the user to select active objects to trigger events, which the developer has to program. When used with VRGL, CaveUT can support multi-projector dome displays like the Earth Theater. Our installation of CaveUT comes with a separate package, UtVRPN, which allows the user to control viewpoint movement via a UDP connection. You can get the final version here, along with VRGL, and utVRPN, here:

CaveUT_VrpnUT_VRGL_Logger_8_5_0_1_1.zip

The best general documentation we have is the last CaveUT themed paper we wrote (Jacobson and Preussner, 2010). CaveUT was first conceived of in 2000 and released in 2001. While it never gained wide use, it did achieve noteriety as a learning tool and a demonstration of how low cost commodity hardware can be used for virtual reality. We used it as the basis for most of our work for a decade. The history of CaveUT can be seen in our publications from 2001 to 2011.

Credits

Our utmost thanks to Epic Games for providing to us a read-only license to every version of their Unreal Engine, a powerful software platform for graphics rendering, physics, and networking. This has made development much easier over the years.

Version 2.5 is a complete rewrite produced by Gerke "Max" Preussner at Virtual Heroes Inc. Max and his company spent a great deal of extra effort doing a superb job. The code base is clean and stable. Jeffrey Jacobson produced all of the design specifications, software testing, and site installation.

Johanthan Hagwood at Psyonix Inc. wrote the new functions into CaveUT 2.0 and achieved better performance. His code served the MVRC and the Earth Theater well for the last two years, and was the basis for our the Gates of Horus game in a major learning study (Jacobson, 2011).

The list of credits for CaveUT 1.2 is very long, and soon to be listed here.

Latest News:

PublicVR's Discovery Dome now available in Pittsburgh area for shows. Egyptian Oracle open source is now available. Gates of Horus game now available.