𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Virtual Reality Systems, 1/e PB

✍ Scribed by Vince


Publisher
Dorling Kindersley (india) Pvt Ltd *
Year
2008
Tongue
English
Leaves
358
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


The Book is brand new.Guaranteed customer satisfaction.

✦ Table of Contents


Contents
1 Virtual Reality and Virtual Environments
1.0 Introduction
1.1 Computer graphics
1.2 Real-time computer graphics
1.3 Flight simulation
1.4 Virtual environments
1.5 Virtually here
1.6 What is required?
1.7 The benifits of virtual reality
2 Historical Development of VR
2.0 Introduction
2.1 Scientific landmarks
3 3D Computer Graphics
3.0 Introduction
3.1 The virtual world space
3.2 Positioning the virtual observer
3.3 The perspective projection
3.4 Human vision
3.5 Stereo perspective projection
3.6 3D clipping
3.7 Colour theory
3.8 Simple 3D modelling
3.9 Illumination models
3.10 Reflection models
3.11 Shading algorithms
3.12 Radiosity
3.13 Hidden-surface removal
3.14 Realism
3.15 Stereographic images
4 Geometric Modelling
4.0 Introduction
4.1 From 2D to 3D
4.2 3D space curves
4.3 3D boundary representation
4.4 Other modelling strategies
5 Geometrical Transformations
5.0 Introduction
5.1 Frames of reference
5.2 Modelling transformations
5.3 Instances
5.4 Picking
5.5 Flying
5.6 Scaling the VE
5.7 Collision detection
6 A Generic VR System
6.0 Introduction
6.1 The virtual environment
6.2 The computer environment
6.3 VR technology
6.4 Modes of interaction
6.5 VR systems
7 Animating the Virtual Environment
7.0 Introduction
7.1 The dynamics of numbers
7.2 The animation of objects
7.3 Shape and object inbetweening
7.4 Free-form deformation
7.5 Particle systems
8 Physical Simulation
8.0 Introduction
8.1 Objects falling in a gravitional field
8.2 Rotating wheels
8.3 Elastic collisions
8.4 Projectiles
8.5 Simple Pendulums
8.6 Springs
8.7 Flight dynamics of an aircraft
9 Human Factors
9.1 The eye
9.2 The ear
9.3 The somatic senses
9.4 Equilibrium
9.5 Conclusions
10 Virtual Reality Hardware
10.0 Introduction
10.1 Sensor Hardware
10.2 Head-coupled displays
10.3 Acoustic hardware
10.4 Integrated Vr systems
11 Virtual Reality Software
11.0 Introduction
11.1 Modelling virtual worlds
11.2 Physical simulation
11.3 VR toolkits
11.4 Summary
12 Virtual Reality Applications
12.0 Introduction
12.1 Engineering
12.2 Entertainment
12.3 Science
12.4 Training
12.5 Summary
13 The Future
13.0 Introduction
13.1 Virtual environments
13.2 Modes of interaction
13.3 Conclusion


πŸ“œ SIMILAR VOLUMES


Virtual Reality Systems
✍ Zoran Gacovski πŸ“‚ Library πŸ“… 2019 πŸ› Arcler Press 🌐 English

Virtual Reality Systems takes into account the control of motions and movements in virtual reality, brain-computer interface system applied for virtual reality control and traffic and driving simulator based on architecture of interactive motion. This book also discusses about robotics towards a mod

Virtual Reality Systems
✍ Rae A. Earnshaw, M. A. Gigante and H. Jones (Auth.) πŸ“‚ Library πŸ“… 1993 πŸ› Elsevier Ltd, Academic Press 🌐 English

This volume brings together a number of the leading practitioners and exponents in the field of virtual reality (VR), and explores some of the main issues in the area and its associated hardware and software technology. The main components of the current generation of virtual reality systems are ou

Virtual Reality – Real Visuality: Virtua
✍ AndrΓ‘s Benedek, Ágnes Veszelszki (eds.) πŸ“‚ Library πŸ“… 2017 πŸ› Peter Lang 🌐 English

This book raises the question of what visuality really is and how it is possible to explain it. Virtual reality is connected to our current environment with multiple ties. It affects the everyday operation of the media and hence all of our lives. The authors connect the concepts of pictorial turn an

Multimedia Computing Systems and Virtual
✍ Rajeev Tiwari, Neelam Duhan, Mamta Mittal, Abhineet Anand, Muhammad Attique Khan πŸ“‚ Library πŸ“… 2022 πŸ› CRC Press 🌐 English

<p><span>Most events and activities in today's world are ordinarily captured using photos, videos and other multimedia content. Such content has some limitation of storing data and fetching them effectively. Three-dimensional continuous PC animation is the most proper media to simulate these occasio

Designing Virtual Reality Systems: The S
✍ Gerard Kim πŸ“‚ Library πŸ“… 2005 🌐 English

Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral developm