Stepping into Virtual RealityThis book is the fruit of many years of experience on the creation of synthetic worldsandvirtualrealities.Ourgoalistotransmitthisexperiencetostudents and ease the learning curve required to master the creation of Virtual Reality (VR) applications. We start by providing some brief answers to key questions such as: where did VR come from? what are the main concepts that help us understand this research ?eld? what are the current VR trends? and last but not least, how can we create virtual worlds? Throughout the book we consider the terms “virtual environment,” “v- tualworld”and“VRapplication”asequivalentconcepts:computer-generated environments mainly composed of interactive computer graphics, designed to physically and/or psychologically immerse one or more users in an alternative reality. The ?rst part of the book makes a review of the basic theoretical and practical concepts involved in the visual aspect of virtual environments. We startbypresentingthebasicmathematicalfoundationsforthesynthesisof3D graphics,includingbasicmodelingandrenderingtechniques.Acomprehensive review of the state of the art of computer animation closes this part. |
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3D shape action active algorithm allows angle animation applications approach behavior body called CAVE color complex components Computer Graphics conference consider coordinates create crowd curve defined deformation described developed devices direction displays dynamic effects example Figure function graphics grasping hand haptic human illumination images immersive important interaction interface interpolation joint kind light manipulation mapping matrix method motion movements multiple normalized objects operations orientation parameters performance physical position possible present problem Proceedings produce proposed real-time reflection rendering representation represented rotation scene screen sense shape shows SIGGRAPH simulation skeleton skin sound space spatial specified splines structure surface task techniques technologies texture Thalmann tion tracking transformation types values vector vertices virtual environment virtual humans Virtual Reality virtual world visual walking