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Contents |
7 |
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Section I Basics of Designing Virtual Reality Systems |
10 |
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Chapter 1 Introduction: VR in a Nutshell |
12 |
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What Is VR? |
12 |
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Goals and Applications of VR |
12 |
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Two Pillars of VR: Presence and 3D Multimodal Interaction |
14 |
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Building a Virtual Reality System |
17 |
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About This Book |
19 |
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Final Notes |
20 |
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Acknowledgments |
21 |
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Summary and Pondering Points |
21 |
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Chapter 2 Requirements Engineering and Storyboarding |
23 |
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Example: Ship Simulator Design |
28 |
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Summary |
35 |
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Pondering Points |
35 |
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Chapter 3 Object and Scene Modeling |
36 |
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Object Modeling and Initial Implementation |
36 |
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Scene Construction |
45 |
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Object Placement by Series of Action |
45 |
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Dealing with Multiple Frames of Reference |
51 |
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Re-Expressing Coordinates |
52 |
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Function/Behavior Modeling |
56 |
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Example: Ship Simulator Revisited |
58 |
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Summary |
59 |
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Pondering Points |
61 |
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Chapter 4 Putting It All Together |
62 |
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Example Design and Implementation (Continued): Level 2 Ship Simulator |
65 |
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Summary |
74 |
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Pondering Points |
74 |
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Chapter 5 Performance Estimation and System Tuning |
75 |
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Tuning with the LOD Models |
75 |
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Presence/Special Effects: Third Stage of Spiral Process |
76 |
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Using Images and Textures for Object/Scene Modeling and Fast Rendering |
77 |
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Summary |
82 |
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Pondering Points |
82 |
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Section II Making of the Virtual Reality |
84 |
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Chapter 6 Output Display |
86 |
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The Human Visual System |
86 |
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Human Depth Perception and Stereoscopy |
90 |
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Visual Display System (Stereoscopic) |
97 |
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Human Aural System |
107 |
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Aural Display Systems |
112 |
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Haptics: Force and Tactile Feedback |
114 |
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Stimulation of Other Modalities I |
117 |
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Summary |
122 |
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Pondering Points |
123 |
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Chapter 7 Sensors and Input Processing |
124 |
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Trackers |
125 |
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Event Generators |
127 |
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Sensor Errors and Calibration |
129 |
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Summary |
130 |
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Pondering Points |
130 |
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Chapter 8 3D Multimodal Interaction Design |
131 |
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Why Go 3D Multimodal? |
131 |
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Structured Approach to the Interaction / Interface Design |
132 |
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Metaphors |
134 |
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Interface Design |
135 |
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Multimodality |
137 |
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Cases of Interaction/Interface Design |
139 |
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a. Case Study 1: Ship Simulator |
139 |
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b. Case Study 2: Immersive Authoring [LeeG04] |
140 |
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c. Case Study 3: Tabletop Computing |
143 |
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d. Case Study 5: Selection and Manipulation |
146 |
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e. Case Study 5: Navigation |
151 |
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f. Case Study 6: Menu Selection and Invocation (System Control) [KimN00] |
152 |
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g. Case Study 7: Whole Body Interaction |
156 |
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h. Case Study 8: Tangible Interface for Product Evaluation |
157 |
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i. Case Study 9: Alphanumeric Input |
159 |
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Summary |
161 |
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Pondering Points |
161 |
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Chapter 9 Simulation I: Collision Detection |
162 |
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Handling Collision |
162 |
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Collision Detection with Line Segment(s) |
164 |
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Polygonal Objects Versus Polygonal Objects (Collision Detection Only) [Can86] |
169 |
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Bounding Volumes |
175 |
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Building a Bounding Volume |
178 |
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Building a Bounding Volume Hierarchy |
181 |
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Testing Interference Among Bounding Volumes |
182 |
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Summary |
187 |
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Pondering Points |
187 |
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Chapter 10 Simulation II: Physics-Based Motion and Collision Response |
188 |
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Center of Gravity (COG) |
188 |
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Moment of Inertia |
189 |
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Kinematics |
194 |
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Linear Velocity and Acceleration |
194 |
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Rotational Kinematics (for Rigid Body Only) |
194 |
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Laws of Motion |
196 |
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Dynamics |
200 |
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Ad Hoc Collision Response |
201 |
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Collision Response |
203 |
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Real-Time Simulation Revisited |
204 |
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Deformation (As a Result of Collision) |
205 |
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Summary |
206 |
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Pondering Points |
207 |
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Chapter 11 Virtual Characters |
208 |
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Form of a Character |
208 |
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Motion Control of a Character (Function and Behavior) |
209 |
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Forward Kinematics |
215 |
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Inverse Kinematics |
219 |
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Summary |
222 |
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Pondering Points |
223 |
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Epilogue Virtual Space, the Final Frontier |
224 |
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Other Important Subareas of Virtual Reality (VR) |
224 |
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Is VR Really Any Good? |
225 |
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VR for Spatial Presence |
225 |
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References |
228 |
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Index |
236 |
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More eBooks at www.ciando.com |
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