Essential Virtual Reality fast: How to Understand the Techniques and Potential of Virtual Reality / Edition 1

Essential Virtual Reality fast: How to Understand the Techniques and Potential of Virtual Reality / Edition 1

by John Vince
     
 

ISBN-10: 1852330120

ISBN-13: 9781852330125

Pub. Date: 08/28/1998

Publisher: Springer London

Virtual reality (VR) allows users to enter computer generated 3D scenes that can be navigated and manipulated. Essential Virtual Reality fast shows readers what is and isn't VR. The author provides an overview of the history of virtual reality and explains, in easy-to-understand terms, the concepts of computer graphics and how they are integral to VR systems. The

Overview

Virtual reality (VR) allows users to enter computer generated 3D scenes that can be navigated and manipulated. Essential Virtual Reality fast shows readers what is and isn't VR. The author provides an overview of the history of virtual reality and explains, in easy-to-understand terms, the concepts of computer graphics and how they are integral to VR systems. The importance of integrating human factors, such as vision, sound, touch and balance, is emphasized. Exploring actual VR systems, readers will learn about all the important aspects of virtual environments, including the hardware, software, and sound systems, as well as the latest VR techniques on the Internet.

Product Details

ISBN-13:
9781852330125
Publisher:
Springer London
Publication date:
08/28/1998
Series:
Essential Series
Edition description:
1st Edition.
Pages:
186
Product dimensions:
6.10(w) x 9.25(h) x 0.47(d)

Table of Contents

What is Virtual Reality?- The benefits of Virtual Reality.- 3D visualization.- Navigation.- Interaction.- Physical simulation.- Virtual environments.- Applications.- 3D Computer Graphics.- From computer graphics to virtual reality.- Modeling objects.- Dynamics objects.- Constraints.- Collision detection.- Perspective views.- 3D clipping.- Stereoscopic vision.- Rendering the image.- Color.- Colored objects.- Light sources.- Rendering algorithms.- Texture mapping.- Bump mapping.- Environment mapping.- Shadows.- Radiosity.- Fog.- Transparency.- Other computer graphics techniques.- Human Factors.- Vision.- Vision and display technology.- Hearing.- Tactile.- Equilibrium.- VR Hardware.- Computers.- Tracking.- Input devices.- Output devices.- Glasses.- Displays.- Audio.- VR Software.- VR Software features.- Web based VR.- Superscape's VRT.- The visualization system.- VRT summary.- Division's dVISE.- A virtual product.- dVISE summary.- Multigen.- VR Applications.- Industrial.- Training simulators.- Entertainment.- Human movement analysis.- WWW Applications.- Conclusion.- The past.- Today.- Glossary.- Appendix A VRML Web sites.- Appendix B HMDS.- Appendix C Trackers.- Appendix D VRML Program.- Appendix E Web Sites for VR Products.

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