Stepping into Virtual Reality:
Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results fro...
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Hauptverfasser: | , , |
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Format: | Buch |
Sprache: | English |
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London [u.a.]
Springer
[2008]
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Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications. |
Beschreibung: | XV, 214 Seiten Illustrationen, Diagramme |
ISBN: | 9781848001169 1848001169 9781848001176 |
Internformat
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020 | |a 1848001169 |c Pb. : ca. EUR 53.45 (freier Pr.), ca. sfr 87.00 (freier Pr.) |9 1-8480-0116-9 | ||
020 | |a 9781848001176 |c Pb. : ca. EUR 53.45 (freier Pr.), ca. sfr 87.00 (freier Pr.) |9 978-1-8480-0117-6 | ||
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100 | 1 | |a Gutiérrez Alonso, Mario Arturo |d 1976- |e Verfasser |0 (DE-588)13560432X |4 aut | |
245 | 1 | 0 | |a Stepping into Virtual Reality |c Mario A. Gutiérez A., Frédéric Vexo, Daniel Thalmann |
264 | 1 | |a London [u.a.] |b Springer |c [2008] | |
300 | |a XV, 214 Seiten |b Illustrationen, Diagramme | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
520 | 8 | |a Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications. | |
650 | 4 | |a Human-computer interaction | |
650 | 4 | |a Virtual reality | |
650 | 0 | 7 | |a Virtuelle Realität |0 (DE-588)4399931-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Virtuelle Realität |0 (DE-588)4399931-1 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Vexo, Frédéric |e Verfasser |4 aut | |
700 | 1 | |a Thalmann, Daniel |e Verfasser |4 aut | |
856 | 4 | 2 | |m Digitalisierung UB Regensburg |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016514888&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-016514888 |
Datensatz im Suchindex
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---|---|
adam_text | Contents
List of Figures
................................................ XIII
1
Introduction
.............................................. 1
1.1
Virtual Reality: The Science of Illusion
.................... 1
1.2
Basic
Concepts
......................................... 2
1.2.1
Immersion
....................................... 2
1.2.2
Presence
........................................ 3
1.3
A Brief History of Virtual Reality
........................ 4
1.4
Realitv-Virtualitv Continuum
............................ 7
Part I Fundamentals
2
Computer Graphics
....................................... 11
2.1
Mathematics
........................................... 11
2.1.1
Coordinate Systems
.............................. 11
2.1.2
Vectors. Transformations and Matrices
.............. 14
2.1.3
Angular Representations
.......................... 18
2.1.4
Projections
...................................... 24
2.2 3D
Modeling
........................................... 25
2.2.1
Geometric Representations
........................ 26
2.2.2
Curves
.......................................... 26
2.2.3
Surfaces
......................................... 33
2.3 3D
Rendering
.......................................... 34
2.3.1
Local Illumination Model
.......................... 35
2.3.2
Global Illumination Model
......................... 37
2.3.3
Textures
........................................ 41
2.3.4
Rendering Pipeline
............................... 44
X
Contents
3 Computer Animation..................................... 49
3.1
Introduction
........................................... 49
3.1.1 Animation
Types: Real Time and Image by Image
.... 49
3.1.2
Articulated Bodies and Virtual Characters
.......... 50
3.2
Motion Control Methods
................................ 51
3.3
Motion Capture and Performance Animation
............... 52
3.3.1
Optical Motion Capture Systems
.................. 53
3.3.2
Magnetic Trackers and Systems
.................... 53
3.3.3
Motion Capture Advantages and Disadvantages
...... 55
3.4
Key-Frame Animation
.................................. 57
3.4.1
Shape Interpolation and Parametric Keyframe
Animation
....................................... 57
3.4.2
Kochanek-Bartels Spline Interpolation
.............. 58
3.5
Inverse Kinematics
..................................... 60
3.6
Motion Retargeting
..................................... 62
3.7
Procedural Animation
................................... 64
3.8
Physics-Based Animation
................................ 65
3.9
Behavioral Animation
................................... 66
Part II Virtual Worlds
4
Virtual Characters
........................................ 71
4.1
Virtual Humans in Virtual Environments
.................. 71
4.2
Character Skinning
..................................... 72
4.2.1
Skeleton-Based Deformations
...................... 72
4.2.2
Data-Driven Methods
............................. 75
4.2.3
Physics-Based Approaches
......................... 76
4.3
Locomotion
............................................ 76
4.3.1
Locomotion Generation
........................... 76
4.3.2
PCA-Based Locomotion
........................... 78
4.4
Virtual Human-Object interaction
........................ 81
4.4.1
Feature Modeling and Smart Objects
............... 81
4.4.2
Grasping
........................................ 82
4.4.3
Motion Planning
................................. 88
4.5
Facial Animation
....................................... 90
4.6
Autonomous Characters
................................. 92
4.6.1
Why Autonomous Virtual Characters?
.............. 92
4.6.2
Properties of Autonomous Virtual Characters
........ 94
4.6.3
Behaviors for Autonomous Virtual Characters
....... 96
4.7
Crowd Simulation
...................................... 100
Contents
XI
Architecture
of Virtual Reality Systems
.................. 107
5.1
Scene Graph-Based Systems
............................. 108
5.2
Semantic Virtual Environments
.......................... 109
5.3
Generic System Architecture for VR Systems
..............
Ill
5.4
Distributed Virtual Environments
........................ 112
. 5.4.1
Communication Architecture
...................... 113
5.4.2
Interest Management
............................. 113
5.4.3
Concurrency Control
.............................. 114
5.4.4
Data Replication
................................. 115
5.4.5
Load Distribution
................................ 116
Mixed Realities
........................................... 117
6.1
Augmented Reality and Augmented Virtuality
............. 117
6.2
Tracking Techniques
.................................... 118
6.2.1
Markers-Based Tracking
........................... 118
6.2.2
Marker-Less Tracking
............................. 119
6.3
Mixed Reality Tool Kits
................................. 122
Part III Perceiving Virtual Worlds
7
Vision
.................................................... 125
7.1
Graphical Display Technologies
........................... 125
7.1.1
Cathode-Ray Tubes
.............................. 125
7.1.2
Liquid Crystal Displays
........................... 126
7.1.3
Plasma Displays
.................................. 129
7.2
Virtual Reality Displays
................................. 130
7.2.1
Head-Mounted Displays
........................... 130
7.2.2
Fish Tank VR
................................... 133
7.2.3
Handheld Displays
................................ 133
7.2.4
Large Projection Screens
.......................... 135
7.2.5
CAVE Systems
................................... 135
8
Audition
.................................................. 139
8.1
The Need for Sound in VR
.............................. 139
8.2
Recording and Reproduction of Spatial Sound
.............. 140
8.3
Synthesis of Spatial Sound
............................... 140
8.3.1
Sound Rendering
................................. 140
8.3.2
Head-Related Transfer Function
.................... 141
8.3.3 3D
Sound Imaging
................................ 142
8.3.4
Utilization of Loudspeaker Location
................ 142
8.4
Sound Systems for VR
.................................. 142
8.4.1
Sound Hardware
................................. 143
8.4.2
Sound Engines
................................... 146
XII Contents
9
Touch
.................................................... 147
9.1
The Need for Touch in VR
.............................. 147
9.2
Data Gloves
........................................... 148
9.3
Haptic
Rendering
....................................... 148
9.3.1
History of
Haptic
Rendering
....................... 149
9.4
Haptic
Interfaces
....................................... 150
9.4.1
Vibrotactile Displays
.............................. 151
9.4.2
Tactile Displays
.................................. 151
9.4.3
Kinesthetic Displays
.............................. 153
10
Smell and Taste
.......................................... 157
10.1
The Need for Smells and Tastes in VR
.................... 157
10.2
Smell Interfaces
........................................ 158
10.3
Taste interfaces
........................................ 159
Part IV Applications
11
Health Sciences
........................................... 165
11.1
Virtual Surgery
........................................ 165
11.2
Virtual Rehabilitation and Therapy
....................... 166
11.2.1
Physiotherapy
................................... 166
11.2.2
Psychological Therapy
............................ 168
11.3
Virtual Anatomy
....................................... 169
12
Cultural Heritage
......................................... 173
12.1
Virtual
Campeche
and Calakmul
......................... 173
12.2
Virtual Dunhuang
...................................... 175
12.3
Terracotta Soldiers
..................................... 175
12.4
EU-INCO CAHRISMA and ERATO
...................... 177
12.5
EU-IST Archeoguide
.................................... 178
12.6 EU-IST Lifeplus........................................ 180
13
Other VR Applications
................................... 181
13.1
Vehicle Simulators
...................................... 181
13.2
Manufacturing
......................................... 183
13.3
Entertainment
......................................... 185
References
.................................................... 189
Index
......................................................... 211
|
adam_txt |
Contents
List of Figures
. XIII
1
Introduction
. 1
1.1
Virtual Reality: The Science of Illusion
. 1
1.2
Basic
Concepts
. 2
1.2.1
Immersion
. 2
1.2.2
Presence
. 3
1.3
A Brief History of Virtual Reality
. 4
1.4
Realitv-Virtualitv Continuum
. 7
Part I Fundamentals
2
Computer Graphics
. 11
2.1
Mathematics
. 11
2.1.1
Coordinate Systems
. 11
2.1.2
Vectors. Transformations and Matrices
. 14
2.1.3
Angular Representations
. 18
2.1.4
Projections
. 24
2.2 3D
Modeling
. 25
2.2.1
Geometric Representations
. 26
2.2.2
Curves
. 26
2.2.3
Surfaces
. 33
2.3 3D
Rendering
. 34
2.3.1
Local Illumination Model
. 35
2.3.2
Global Illumination Model
. 37
2.3.3
Textures
. 41
2.3.4
Rendering Pipeline
. 44
X
Contents
3 Computer Animation. 49
3.1
Introduction
. 49
3.1.1 Animation
Types: Real Time and Image by Image
. 49
3.1.2
Articulated Bodies and Virtual Characters
. 50
3.2
Motion Control Methods
. 51
3.3
Motion Capture and Performance Animation
. 52
3.3.1
Optical Motion Capture Systems
. 53
3.3.2
Magnetic Trackers and Systems
. 53
3.3.3
Motion Capture Advantages and Disadvantages
. 55
3.4
Key-Frame Animation
. 57
3.4.1
Shape Interpolation and Parametric Keyframe
Animation
. 57
3.4.2
Kochanek-Bartels Spline Interpolation
. 58
3.5
Inverse Kinematics
. 60
3.6
Motion Retargeting
. 62
3.7
Procedural Animation
. 64
3.8
Physics-Based Animation
. 65
3.9
Behavioral Animation
. 66
Part II Virtual Worlds
4
Virtual Characters
. 71
4.1
Virtual Humans in Virtual Environments
. 71
4.2
Character Skinning
. 72
4.2.1
Skeleton-Based Deformations
. 72
4.2.2
Data-Driven Methods
. 75
4.2.3
Physics-Based Approaches
. 76
4.3
Locomotion
. 76
4.3.1
Locomotion Generation
. 76
4.3.2
PCA-Based Locomotion
. 78
4.4
Virtual Human-Object interaction
. 81
4.4.1
Feature Modeling and Smart Objects
. 81
4.4.2
Grasping
. 82
4.4.3
Motion Planning
. 88
4.5
Facial Animation
. 90
4.6
Autonomous Characters
. 92
4.6.1
Why Autonomous Virtual Characters?
. 92
4.6.2
Properties of Autonomous Virtual Characters
. 94
4.6.3
Behaviors for Autonomous Virtual Characters
. 96
4.7
Crowd Simulation
. 100
Contents
XI
Architecture
of Virtual Reality Systems
. 107
5.1
Scene Graph-Based Systems
. 108
5.2
Semantic Virtual Environments
. 109
5.3
Generic System Architecture for VR Systems
.
Ill
5.4
Distributed Virtual Environments
. 112
. 5.4.1
Communication Architecture
. 113
5.4.2
Interest Management
. 113
5.4.3
Concurrency Control
. 114
5.4.4
Data Replication
. 115
5.4.5
Load Distribution
. 116
Mixed Realities
. 117
6.1
Augmented Reality and Augmented Virtuality
. 117
6.2
Tracking Techniques
. 118
6.2.1
Markers-Based Tracking
. 118
6.2.2
Marker-Less Tracking
. 119
6.3
Mixed Reality Tool Kits
. 122
Part III Perceiving Virtual Worlds
7
Vision
. 125
7.1
Graphical Display Technologies
. 125
7.1.1
Cathode-Ray Tubes
. 125
7.1.2
Liquid Crystal Displays
. 126
7.1.3
Plasma Displays
. 129
7.2
Virtual Reality Displays
. 130
7.2.1
Head-Mounted Displays
. 130
7.2.2
Fish Tank VR
. 133
7.2.3
Handheld Displays
. 133
7.2.4
Large Projection Screens
. 135
7.2.5
CAVE Systems
. 135
8
Audition
. 139
8.1
The Need for Sound in VR
. 139
8.2
Recording and Reproduction of Spatial Sound
. 140
8.3
Synthesis of Spatial Sound
. 140
8.3.1
Sound Rendering
. 140
8.3.2
Head-Related Transfer Function
. 141
8.3.3 3D
Sound Imaging
. 142
8.3.4
Utilization of Loudspeaker Location
. 142
8.4
Sound Systems for VR
. 142
8.4.1
Sound Hardware
. 143
8.4.2
Sound Engines
. 146
XII Contents
9
Touch
. 147
9.1
The Need for Touch in VR
. 147
9.2
Data Gloves
. 148
9.3
Haptic
Rendering
. 148
9.3.1
History of
Haptic
Rendering
. 149
9.4
Haptic
Interfaces
. 150
9.4.1
Vibrotactile Displays
. 151
9.4.2
Tactile Displays
. 151
9.4.3
Kinesthetic Displays
. 153
10
Smell and Taste
. 157
10.1
The Need for Smells and Tastes in VR
. 157
10.2
Smell Interfaces
. 158
10.3
Taste interfaces
. 159
Part IV Applications
11
Health Sciences
. 165
11.1
Virtual Surgery
. 165
11.2
Virtual Rehabilitation and Therapy
. 166
11.2.1
Physiotherapy
. 166
11.2.2
Psychological Therapy
. 168
11.3
Virtual Anatomy
. 169
12
Cultural Heritage
. 173
12.1
Virtual
Campeche
and Calakmul
. 173
12.2
Virtual Dunhuang
. 175
12.3
Terracotta Soldiers
. 175
12.4
EU-INCO CAHRISMA and ERATO
. 177
12.5
EU-IST Archeoguide
. 178
12.6 EU-IST Lifeplus. 180
13
Other VR Applications
. 181
13.1
Vehicle Simulators
. 181
13.2
Manufacturing
. 183
13.3
Entertainment
. 185
References
. 189
Index
. 211 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Gutiérrez Alonso, Mario Arturo 1976- Vexo, Frédéric Thalmann, Daniel |
author_GND | (DE-588)13560432X |
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author_role | aut aut aut |
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callnumber-sort | QA 276.9 H85 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 323 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)261324901 (DE-599)BVBBV023330961 |
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 004 - Computer science |
dewey-raw | 004.019 |
dewey-search | 004.019 |
dewey-sort | 14.019 |
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discipline | Informatik |
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id | DE-604.BV023330961 |
illustrated | Illustrated |
index_date | 2024-07-02T20:57:34Z |
indexdate | 2024-07-09T21:16:03Z |
institution | BVB |
isbn | 9781848001169 1848001169 9781848001176 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016514888 |
oclc_num | 261324901 |
open_access_boolean | |
owner | DE-355 DE-BY-UBR DE-573 DE-29T DE-526 DE-11 DE-91G DE-BY-TUM DE-B1533 |
owner_facet | DE-355 DE-BY-UBR DE-573 DE-29T DE-526 DE-11 DE-91G DE-BY-TUM DE-B1533 |
physical | XV, 214 Seiten Illustrationen, Diagramme |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Springer |
record_format | marc |
spelling | Gutiérrez Alonso, Mario Arturo 1976- Verfasser (DE-588)13560432X aut Stepping into Virtual Reality Mario A. Gutiérez A., Frédéric Vexo, Daniel Thalmann London [u.a.] Springer [2008] XV, 214 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Virtual reality techniques are increasingly becoming indispensable in many areas. This book looks at how to generate advanced virtual reality worlds. It covers principles, techniques, devices and mathematical foundations, beginning with basic definitions, and then moving on to the latest results from current research and exploring the social implications of these. Very practical in its approach, the book is fully illustrated in colour and contains numerous examples, exercises and case studies. This textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications. Human-computer interaction Virtual reality Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s DE-604 Vexo, Frédéric Verfasser aut Thalmann, Daniel Verfasser aut Digitalisierung UB Regensburg application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016514888&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Gutiérrez Alonso, Mario Arturo 1976- Vexo, Frédéric Thalmann, Daniel Stepping into Virtual Reality Human-computer interaction Virtual reality Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4399931-1 |
title | Stepping into Virtual Reality |
title_auth | Stepping into Virtual Reality |
title_exact_search | Stepping into Virtual Reality |
title_exact_search_txtP | Stepping into Virtual Reality |
title_full | Stepping into Virtual Reality Mario A. Gutiérez A., Frédéric Vexo, Daniel Thalmann |
title_fullStr | Stepping into Virtual Reality Mario A. Gutiérez A., Frédéric Vexo, Daniel Thalmann |
title_full_unstemmed | Stepping into Virtual Reality Mario A. Gutiérez A., Frédéric Vexo, Daniel Thalmann |
title_short | Stepping into Virtual Reality |
title_sort | stepping into virtual reality |
topic | Human-computer interaction Virtual reality Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Human-computer interaction Virtual reality Virtuelle Realität |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016514888&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT gutierrezalonsomarioarturo steppingintovirtualreality AT vexofrederic steppingintovirtualreality AT thalmanndaniel steppingintovirtualreality |