Virtual Reality Systems
This 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.
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The Historical Development of VR
3D Computer Graphics
12 other sections not shown
algorithm application associated axis B-spline behaviour Bézier curve Bézier surface Catmull-Rom spline collision detection colour computer animation computer graphics control points control values coordinates cosines create cube database defined developed display dynamic Euler angles evaluated example explore ﬂight simulator ﬂoor ﬂying frame of reference function geometry Gouraud shading haptic head-mounted displays immersive inbetween inﬂuence interactive interface intersection light source linear interpolation motion move orientation parameter particle perspective projection physical pitch pixel plane polygons position procedures projection quadratic quaternion radiosity real-time reﬂection rendered roll scale sequence shape shown in Figure signals sound space Spaceball speed surface normal surface patch techniques texture map tion tracker transform translate triangle unit vector update rate user’s velocity vertex vertices virtual domain virtual environment virtual objects virtual reality virtual world visual VO’s VR system z-axis z-buffer z-coordinates