
Virtual Reality Excursions with Programs in C
- 1st Edition - April 11, 1994
- Imprint: Academic Press
- Authors: Christopher D. Watkins, Stephen R. Marenka
- Language: English
- Paperback ISBN:9 7 8 - 0 - 1 2 - 7 3 7 8 6 5 - 7
- eBook ISBN:9 7 8 - 1 - 4 8 3 2 - 6 8 4 7 - 7
Virtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology. The book… Read more

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Request a sales quoteVirtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology. The book is organized into five chapters. The first chapter explores the applications in the vast field of virtual reality. The second chapter presents a brief history of the field and its founders. Chapter 3 discusses human perception and how it works. Some interesting notes and much of the hot debate in the field are covered in Chapter 4. The fifth chapter describes many of the complexities involved in implementing virtual environments on real equipment. Computer scientists and programmers will find the book interesting.
List of IllustrationsAcknowledgmentsBiographiesIt's All in the NameInitializationChapter 1-Virtual Reality Applications Introduction Section 1-Architectural Walkthroughs and Computer-Aided Design Section 2-Augmentation and Decision Support Section 3-Telecommunications and Virtual Interfaces Molecular Studies Teleoperation and Telepresence-Remote and Hazardous Workplaces Section 4-Training Section 5-Scientific Research Section 6-Entertainment Section 7-Medical Applications Using Virtual Reality Computer-Aided Designed Treatment Augmentation Virtual Surgery Remote Workplaces Training Application NotesChapter 2-From Whence Virtual Reality-A Brief and Incomplete History Introduction Section I-Classical History In the Oral Tradition, Theater and the Dramatic Arts In the Manner of Records and Writing The Beginning of Electronic Communication Morton Heilig and the Experience Theater Section 2-The Age of Information Technology and the Dawn of Cyberspace ARPA and the ARC Douglas Engelbart and Intelligence Augmentation Sketchpad-"The Most Important Program Ever Written" Ivan and the Sword of Damocles ARPAnet and the Internet Xerox PARC Myron Krueger and Responsive Environments MIT's Arch-Mac and the Media Lab Atari Research NASA Ames Human Factors Research Division Jaron Lanier and VPL Frederick Brooks and UNC Chapel Hill More History Related to VR So What's the History of VR?Chapter 3—From the Point of View Introduction Section 1—Of Sight Section 2—Of Sound Section 3—On Haptics PerceptionChapter 4—Virtual Considerations Introduction Section 1—Desktop Versus Immersion (What's the View?) The World through a Window Boom-Mounted Displays Immersion in a Room Gloves and Goggles Section 2—Future Possibilities Architectural Walkthroughs and Computer-Aided Design Augmentation Augmenting the Handicapped Telecommunications Remote and Hazardous Workplaces Computer Interfaces Training Scientific Exploration Entertainment Section 3—Virtual Reality and Society The Internet (and the Matrix) Virtual Identities Virtual Community NetLaw Section 4—Wireheads—Living in a Virtual Environment Living in Virtual Environments VR as the Ultimate Drug Reality Check Section 5—Teledildonics (Cybersex) and Home Entertainment Section 6—Simulator Sickness Section 7—The Contributions of Science Fiction The Classics Cyberpunks Final ConsiderationsChapter 5—Technical Considerations for Virtual Reality Systems Section 1—The Concept of a Virtual Reality System A Brief, Yet Premature Overview of a VR System Section 2—The Mathematics of Three-dimensional Computer Graphics (Geometry, Matrix Algebra, and Trigonometry) A Discussion on Data Types and Structures Basic Mathematics Functions and Macros Comparison Functions and Macros Swapping Functions and Macros Power Functions Pseudo-Random Number Generation Functions Two-Dimensional Vector Functions and Macros Three-Dimensional Vector Functions and Macros 3 x 3 Matrix Functions for Two-Dimensional Manipulations 4 x 4 Matrix Functions for Three-Dimensional Manipulations How the Functions Work Vector and Matrix Functions Affine Transformation Routines Pseudo-Random Number Generation On to the Program Listings Program Listings Section 3—Database Hierarchy and Bubba World Order The Features of an Ideal Database Modeler The Importance of Hierarchy in Database Construction A Virtual Reality Modeler Bubba's Database Hierarchy Quick Review of Bubba's Graphics Primitives Section 4—Filling Polygons and Antialising The Polygon Our Polygon Definitions Color Filling the Convex Polygon Drawing Adjacent Polygons The Polygon Filling Routine Image Quality and Spatial Aliasing Anti-Aliasing Motion Anti-Aliasing Textures and Aliasing Progressive Refinement Program Listings Section 5—Projecting Polygons Parallel Projection Perspective Projection Program Listings Section 6—Clipping Polygons The Sutherland-Hodgman Polygon Algorithm used for Z-Clipping The Liang-Barsky Polygon Algorithm used for Screen-Clipping Viewports, Windows, and Screens Program Listings Section 7—Removing Hidden Polygons The Backface Removal Algorithm The Z Buffer Algorithm [Catmull 1974] Scan Line Algorithms [Carpenter 1976] The Painter's Algorithm [Newell 1972] Position Comparison Tests for Polygons The Binary Space Partitioning Algorithm [Fuchs 1980] Program Listings Section 8—Shading and Texturing Polygons A Simple Shading Model Texture Mapping and Textures Bubba, Our Shading and Texturing Section 9—Motion, Interaction, and Simulation The Software Any Simple Damped Motion Simulation Mass-Spring Systems for Simulation Particle Orbit Models for Simulation More on Interaction Program Listings Section 10—Bringing It All Together to Make the Interactive Visualizer Called Bubba Conceptual Program Flow for the Interactive Visualizer Program Listings Section 11—Stereo Vision and Our Anaglyph Glasses Real 3-D Our Anaglyph Glasses Program Listings Section 12—Other Rendering Methodologies Ray Tracing Radiosity The Ideal Graphics Card Conclusion Modules for a Desktop Virtual Reality Software Development Closing CommentsAppendix A—References Network Reference List FTP Sites TELNET Sites Discussions/Newsgroups Internet America Online The Well BIX Bulletin Boards Reference List of CompaniesAppendix B—Illustrations Image Credits Color Inserts Gray-Scale Inserts Multimedia Technology Laboratory Overview and Projects Motion Interactive 3-D Scanner Graphics, Visualization & Usability Center Overview of the GVU Center Overview of Virtual Environments at the GVU Center Current Projects of the Virtual Environments Group at the GVU Center The Phobia Project The Design Virtual Environment SVE Library Other VR Projects at the GVU Center Interactive Construction Visualizer Scientific Visualization in Virtual Environments Members of the GVU Center Virtual Environments GroupAppendix C—Glossary of Terms and People A Complete Virtual Reality GlossaryAppendix D—The C Language and Our Conventions Introduction The Benefits of C Concepts of a Programming Language Variables and Data Types The Operators Program Control Functions Macros Pointers and Arrays Memory Structures Typedef Input and Output File I/O Programming Style Our Software Conventions ReferencesAppendix E—Application Software Program Bubba—the Interactive 3-D Virtual World Visualizer Using Bubba—The Controls The Viewer The World Viewer-Object Collisions Object Orientations Object Motions Object Surfaces Object Colors Object Textures Some Object Definitions Programs for the Anaglyph Glasses Flying Viewing 3-D Shapes Viewing Stereo Pairs as a Single Image Miscellaneous Programs Files And Directories \VRBOOK\SOURCE\LIB \VRBOOK\SOURCE\BIN \VRBOOK\SOURCE \VRBOOK\SOURCE\ANA_IMGAppendix F—Bibliography VR References Technical ReferencesIndex
- Edition: 1
- Published: April 11, 1994
- No. of pages (eBook): 528
- Imprint: Academic Press
- Language: English
- Paperback ISBN: 9780127378657
- eBook ISBN: 9781483268477
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