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vince john - introduction to virtual reality

Introduction to Virtual Reality




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Dettagli

Genere:Libro
Lingua: Inglese
Editore:

Springer

Pubblicazione: 03/2004
Edizione: Softcover reprint of the original 1st ed. 2004





Trama

During the last decade the word virtual became one of the most exposed words in the English language. Today we have virtual universities, virtual offices, virtual pets, virtual actors, virtual museums, virtual doctors - and all because of virtual reality. So what is virtual reality? Essentially, virtual reality is about the navigation and manipulation of 3D computer-generated environments. A VR user is able to navigate by walking, running or even flying through a virtual environment and explore viewpoints that would be impossible in the real world. But the real benefit of VR is the ability to touch, animate, pickup and reposition virtual objects and create totally new configurations. Key topics: The origins of VR How VR works How VR is being used The field of Virtual Reality is moving very quickly and increasing numbers of people need to know more about this exciting subject. Introduction to Virtual Reality explains what VR is about, without going into the underlying mathematical techniques, but at the same time providing a solid understanding and foundation of the techniques and applications involved.




Sommario

1 Virtual Reality.- 1.1 Introduction.- 1.2 What Is VR?.- 1.3 Who Should Read This Book?.- 1.4 The Aims and Objectives of This Book.- 1.5 Assumptions Made in This Book.- 1.6 How to Use This Book.- 1.7 Some VR Concepts and Terms.- 1.8 Navigation and Interaction.- 1.9 Immersion and Presence.- 1.10 What Is Not VR?.- 1.11 The Internet.- 1.12 Summary.- 2 The Benefits of VR.- 2.1 Introduction.- 2.2 3D Visualization.- 2.3 Navigation.- 2.4 Interaction.- 2.5 Physical Simulation.- 2.6 VEs.- 2.7 Applications.- 2.8 Summary.- 3 3D Computer Graphics.- 3.1 Introduction.- 3.2 From Computer Graphics to VR.- 3.3 Modelling Objects.- 3.4 Dynamic Objects.- 3.5 Constraints.- 3.6 Collision Detection.- 3.7 Perspective Views.- 3.8 3D Clipping.- 3.9 Stereoscopic Vision.- 3.10 Rendering the Image.- 3.11 Rendering Algorithms.- 3.12 Texture Mapping.- 3.13 Bump Mapping.- 3.14 Environment Mapping.- 3.15 Shadows.- 3.16 Radiosity.- 3.17 Other Computer Graphics Techniques.- 3.18 Summary.- 4 Human Factors.- 4.1 Introduction.- 4.2 Vision.- 4.3 Vision and Display Technology.- 4.4 Hearing.- 4.5 Tactile.- 4.6 Equilibrium.- 4.7 Summary.- 5 VR Hardware.- 5.1 Introduction.- 5.2 Computers.- 5.3 Tracking.- 5.4 Input Devices.- 5.5 Output Devices.- 5.6 Glasses.- 5.7 Displays.- 5.8 Audio.- 5.9 Summary.- 6 VR Software.- 6.1 Introduction.- 6.2 VR Software Features.- 6.3 Web-Based VR.- 6.4 Division’s dVISE.- 6.5 Blueberry3D.- 6.6 Boston Dynamics.- 6.7 MultiGen.- 6.8 Summary.- 7 VR Applications.- 7.1 Introduction.- 7.2 Industrial.- 7.3 Training Simulators.- 7.4 Entertainment.- 7.5 VR Centres.- 7.6 Summary.- 8 Conclusion.- 8.1 The Past.- 8.2 Today.- 8.3 Conclusion.- Appendices.- Appendix A VRML Web Sites.- Appendix B HMDs.- Appendix C Trackers.- Appendix D VRML Program.- Appendix E Web Sites for VR Products.- Referebces.










Altre Informazioni

ISBN:

9781852337391

Condizione: Nuovo
Dimensioni: 235 x 155 mm Ø 327 gr
Formato: Brossura
Illustration Notes:VII, 163 p. 125 illus., 30 illus. in color.
Pagine Arabe: 163
Pagine Romane: vii


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