Virtual Environments ’99: Proceedings of the Eurographics Workshop in Vienna, Austria, May 31–June 1, 1999
Michael Gervautz, Axel Hildebrand, Dieter Schmalstieg
Springer Vienna, May 6, 1999 - Computers - 190 pages
This book contains the scientific papers presented at the SthEUROGRAPHICS Workshop on Virtual Environments '99, which st st was held in Vienna May 31 and June 1 . It was organized by the Institute of Computer Graphics of the Vienna University of Technology together with the Austrian Academy of Sciences and EUROGRAPHICS. The workshop brought together scientists from all over the world to present and discuss the latest scientific advances in the field of Virtual Environments. 31 papers where submitted for reviewing and 18 where selected to be presented at the workshop. Most of the top research institutions working in the area submitted papers and presented their latest results. These presentations were complemented by invited lectures from Stephen Feiner and Ron Azuma, two key researchers in the area of Augmented Reality. The book gives a good overview of the state of the art in Augmented Reality and Virtual Environment research. The special focus of the Workshop was Augmented Reality, reflecting a noticeable strong trend in the field of Virtual Environments. Augmented Reality tries to enrich real environments with virtual objects rather than replacing the real world with a virtual world. The main challenges include real time rendering, tracking, registration and occlusion of real and virtual objects, shading and lighting interaction, and interaction techniques in augmented environments. These problems are addressed by new research results documented in this book. Besides Augmented Reality, the papers collected here also address levels of detail, distributed environments, systems and applications, and interaction techniques.
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Levels of Detail
The integration of optical
Rendering of Virtual Environments
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action adaptive tessellation algorithm allows application approach architecture Augmented Reality avatar behaviours Bezier calibration camera collapse complex Computer Graphics constraints cooperative manipulation coordinate defined developed device Direct DPS display distance distributed error Eurographics evaluation event example Figure filtering frame function geometry global illumination graphics hardware grid head-mounted display IEEE Image Cache implemented input interaction interface jitter light maps magnetic tracker markers mesh methods nodes occlusion octree OpenGL operator paper parameters performance pixels plane PLaSM polygonal position and orientation primitives Proc radiosity ray casting ray tracing real objects real-time reconstruction rendering representation requirements rotation scene Scientific Visualization screen scripting selection server SIGGRAPH simulation slice solid Studierstube surface techniques tessellation texture texture mapping topology simplification triangles user's vertex vertices view-dependent virtual environments virtual hands virtual objects Virtual Reality visualization system volume visualization VRML walkthrough workbench z-buffer