Limit this search to....

Stepping Into Virtual Reality 2008 Edition
Contributor(s): Gutierrez, Mario (Author), Vexo, F. (Author), Thalmann, Daniel (Author)
ISBN: 1848001169     ISBN-13: 9781848001169
Publisher: Springer
OUR PRICE:   $52.24  
Product Type: Paperback
Published: May 2008
* Not available - Not in print at this time *Annotation: Virtual reality techniques are increasingly becoming indispensible in many areas including medicine, entertainment, architecture, education and manufacturing, with VR tools being used for testing and prototyping products at design stages, as well as for creating applications in finished products. 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. Careful reading of this textbook will allow students and practitioners alike to gain a practical understanding of virtual reality concepts, devices and possible applications.

Additional Information
BISAC Categories:
- Computers | Virtual Worlds
- Computers | Image Processing
- Computers | Interactive & Multimedia
Dewey: 006.8
LCCN: 2008920949
Physical Information: 0.36" H x 6.22" W x 9.19" (0.88 lbs) 232 pages
 
Descriptions, Reviews, Etc.
Publisher Description:
This 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.