  In this paper, we describe the development and operating principles of an
immersive virtual reality (VR) visualisation environment that is designed
around the use of consumer VR headsets in an existing wide area motion capture
suite. We present two case studies in the application areas of visualisation of
scientific and engineering data. Each of these case studies utilise a different
render engine, namely a custom engine for one case and a commercial game engine
for the other. The advantages and appropriateness of each approach are
discussed along with suggestions for future work.
