A two-part guide to the science, technology, mathematics, and practical implementation of virtual reality. Part 1 contains an explanation of what virtual reality (VR) is and what lies inside the hardware components of a VR system. Part 2 concentrates on the actual implementation of a practical VR system.
A two-part guide to the science, technology, mathematics, and practical implementation of virtual reality. Part 1 contains an explanation of what virtual reality (VR) is and what lies inside the hardware components of a VR system. Part 2 concentrates on the actual implementation of a practical VR system.
Karen McMenemy is a lecturer at Queen's University Belfast, in the Intelligent Systems and Control Group of the School of Electronics, Electrical Engineering and Computer Science. She has almost ten years experience working in the fields of computer vision, graphics, and image processing. She introduced the teaching of virtual reality at Queen's University, and she designed new courses for both the undergraduate and postgraduate degree programs. Stuart Ferguson has over 25 years experience in computer graphics and software engineering. He was the principal developer of the commercial 3D computer animation packages Envisage and SoftFX. He designed and implemented the code for the open-source 3D animation and modeling package OpenFX. He is the author of the book Practical Algorithms for 3D Computer Graphics (2001) and currently a lecturer and researcher at Queen's University of Belfast.
Inhaltsangabe
I What Why and How 2 The Human Senses and VR 3 Applications and Implications of VR 4 Building a Practical VR System 5 Describing and Storing the VR World 7 The Rendering Pipeline 8 Computer Vision in VR 10 Stereopsis 11 Navigation and Movement in VR
I What Why and How 2 The Human Senses and VR 3 Applications and Implications of VR 4 Building a Practical VR System 5 Describing and Storing the VR World 7 The Rendering Pipeline 8 Computer Vision in VR 10 Stereopsis 11 Navigation and Movement in VR
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