光盘
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简介:Summary:
Publisher Summary 1
This book is 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 it is not!) and what lies inside the hardware components of a VR system. It also details the theory of many technically challenging aspects of VR in a very coherent manner. These include stereoscopy, computer vision, imagebased rendering, and inverse kinematics, all of which are central to creating an immersive and interactive VR system. Part 2 of the book concentrates on the actual implementation of a practical VR system. The accompanying CD is a complement to Part 2, providing over 30 projects and associated software that can be used to implement many aspects of a VR system.
Publisher Summary 2
This guide explains the theory, techniques, and technologies behind virtual reality and provides example programs. McMenemy (intelligent systems and control, Queen's U. Belfast, Ireland) and Ferguson (Queen's U. Belfast) bring together all the aspects of graphics, video, audio, and haptics that create virtual reality and describe its aims, to what it can be applied, what elements need to be brought together, how they work, and how theory works in practice. Key overlapping concepts from computer graphics and computer vision are also considered. The CD contains the programs for about 30 projects. For the first section, the authors assume that the reader has knowledge of the vector, coordinate geometry, and has studied science or engineering through the high school level. The second section focuses on programming and assumes familiarity with the C/C++ programming language and that readers have experience writing applications for Windows. The book is aimed at postgraduate students, programmers, research engineers, and scientists. Annotation 漏2007 Book News, Inc., Portland, OR (booknews.com)