Virtual Reality SystemsThis work sets out to provide an accessible introduction to the underlying technologies - real-time computer graphics, colour displays and simulation software - used to create today's virtual environment systems. The work focuses on the graphics and visualization techniques for creating virtual environments, and provides optional explanations of the underlying mathematical algorithms and techniques. It also provides balanced converage of hardware and software issues. |
Contents
Virtual Reality and Virtual Environments | 1 |
The Historical Development of VR | 17 |
3D Computer Graphics | 24 |
Copyright | |
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Common terms and phrases
acceleration algorithm angle animation application associated B-spline behaviour Bézier Bézier curve Bézier surface collision detection colour computer animation computer graphics control points coordinates create curve database developed device dynamic engine Euler angles example explore flight simulator frame of reference function geometry haptic head-mounted displays immersive inbetween interactive interface interpolation light source linear matrix motion move operation orientation parameter particle perspective projection physical pitch pixel plane polygons position procedures projection quaternion radiosity real-time realistic receptors rendering roll rotation sensation sequence shape shown in Figure shows SIGGRAPH signals sound space Spaceball speed stereoscopic surface normal surface patch techniques texture maps tion trademark transform translate triangle update rate user's v₁ v₂ values velocity vertex vertices vestibular system virtual domain virtual environment virtual objects virtual reality virtual world visual VO's VR system workstations z-buffer