Book description
A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important sense in virtual reality. The second part of the book is tightly integrated with an accompanying CD, which contains the programs for more than 30 virtual reality projects, ranging in scope from a tool that simulates virtual sculpting to a suite of software for the control of a four-projector immersive virtual environment.
Table of contents
- Front Cover
- Copyright
- Table of Contents (1/2)
- Table of Contents (2/2)
- Preface
- Part I. What, Why and How
- Chapter 1. Introduction (1/2)
- Chapter 1. Introduction (2/2)
- Chapter 2. The Human Senses and VR (1/4)
- Chapter 2. The Human Senses and VR (2/4)
- Chapter 2. The Human Senses and VR (3/4)
- Chapter 2. The Human Senses and VR (4/4)
- Chapter 3. Applications and Implications of VR (1/4)
- Chapter 3. Applications and Implications of VR (2/4)
- Chapter 3. Applications and Implications of VR (3/4)
- Chapter 3. Applications and Implications of VR (4/4)
- Chapter 4. Building a Practical VR System (1/9)
- Chapter 4. Building a Practical VR System (2/9)
- Chapter 4. Building a Practical VR System (3/9)
- Chapter 4. Building a Practical VR System (4/9)
- Chapter 4. Building a Practical VR System (5/9)
- Chapter 4. Building a Practical VR System (6/9)
- Chapter 4. Building a Practical VR System (7/9)
- Chapter 4. Building a Practical VR System (8/9)
- Chapter 4. Building a Practical VR System (9/9)
- Chapter 5. Describing and Storing the VR World (1/7)
- Chapter 5. Describing and Storing the VR World (2/7)
- Chapter 5. Describing and Storing the VR World (3/7)
- Chapter 5. Describing and Storing the VR World (4/7)
- Chapter 5. Describing and Storing the VR World (5/7)
- Chapter 5. Describing and Storing the VR World (6/7)
- Chapter 5. Describing and Storing the VR World (7/7)
- Chapter 6. A Pocket 3D Theory Reference (1/6)
- Chapter 6. A Pocket 3D Theory Reference (2/6)
- Chapter 6. A Pocket 3D Theory Reference (3/6)
- Chapter 6. A Pocket 3D Theory Reference (4/6)
- Chapter 6. A Pocket 3D Theory Reference (5/6)
- Chapter 6. A Pocket 3D Theory Reference (6/6)
- Chapter 7. The Rendering Pipeline (1/7)
- Chapter 7. The Rendering Pipeline (2/7)
- Chapter 7. The Rendering Pipeline (3/7)
- Chapter 7. The Rendering Pipeline (4/7)
- Chapter 7. The Rendering Pipeline (5/7)
- Chapter 7. The Rendering Pipeline (6/7)
- Chapter 7. The Rendering Pipeline (7/7)
- Chapter 8. Computer Vision in VR (1/8)
- Chapter 8. Computer Vision in VR (2/8)
- Chapter 8. Computer Vision in VR (3/8)
- Chapter 8. Computer Vision in VR (4/8)
- Chapter 8. Computer Vision in VR (5/8)
- Chapter 8. Computer Vision in VR (6/8)
- Chapter 8. Computer Vision in VR (7/8)
- Chapter 8. Computer Vision in VR (8/8)
- Chapter 9. Image-Based Rendering (1/4)
- Chapter 9. Image-Based Rendering (2/4)
- Chapter 9. Image-Based Rendering (3/4)
- Chapter 9. Image-Based Rendering (4/4)
- Chapter 10. Stereopsis (1/5)
- Chapter 10. Stereopsis (2/5)
- Chapter 10. Stereopsis (3/5)
- Chapter 10. Stereopsis (4/5)
- Chapter 10. Stereopsis (5/5)
- Chapter 11. Navigation and Movement in VR (1/7)
- Chapter 11. Navigation and Movement in VR (2/7)
- Chapter 11. Navigation and Movement in VR (3/7)
- Chapter 11. Navigation and Movement in VR (4/7)
- Chapter 11. Navigation and Movement in VR (5/7)
- Chapter 11. Navigation and Movement in VR (6/7)
- Chapter 11. Navigation and Movement in VR (7/7)
- Chapter 12. Tools, Libraries and Templates for VR (1/3)
- Chapter 12. Tools, Libraries and Templates for VR (2/3)
- Chapter 12. Tools, Libraries and Templates for VR (3/3)
- Chapter 13. Programming 3D Graphics in Real Time (1/10)
- Chapter 13. Programming 3D Graphics in Real Time (2/10)
- Chapter 13. Programming 3D Graphics in Real Time (3/10)
- Chapter 13. Programming 3D Graphics in Real Time (4/10)
- Chapter 13. Programming 3D Graphics in Real Time (5/10)
- Chapter 13. Programming 3D Graphics in Real Time (6/10)
- Chapter 13. Programming 3D Graphics in Real Time (7/10)
- Chapter 13. Programming 3D Graphics in Real Time (8/10)
- Chapter 13. Programming 3D Graphics in Real Time (9/10)
- Chapter 13. Programming 3D Graphics in Real Time (10/10)
- Chapter 14. High-Quality 3D with OpenGL 2 (1/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (2/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (3/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (4/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (5/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (6/7)
- Chapter 14. High-Quality 3D with OpenGL 2 (7/7)
- Chapter 15. Using Multimedia in VR (1/10)
- Chapter 15. Using Multimedia in VR (2/10)
- Chapter 15. Using Multimedia in VR (3/10)
- Chapter 15. Using Multimedia in VR (4/10)
- Chapter 15. Using Multimedia in VR (5/10)
- Chapter 15. Using Multimedia in VR (6/10)
- Chapter 15. Using Multimedia in VR (7/10)
- Chapter 15. Using Multimedia in VR (8/10)
- Chapter 15. Using Multimedia in VR (9/10)
- Chapter 15. Using Multimedia in VR (10/10)
- Chapter 16. Programming Stereopsis (1/9)
- Chapter 16. Programming Stereopsis (2/9)
- Chapter 16. Programming Stereopsis (3/9)
- Chapter 16. Programming Stereopsis (4/9)
- Chapter 16. Programming Stereopsis (5/9)
- Chapter 16. Programming Stereopsis (6/9)
- Chapter 16. Programming Stereopsis (7/9)
- Chapter 16. Programming Stereopsis (8/9)
- Chapter 16. Programming Stereopsis (9/9)
- Chapter 17. Programming Input and Force Feedback (1/6)
- Chapter 17. Programming Input and Force Feedback (2/6)
- Chapter 17. Programming Input and Force Feedback (3/6)
- Chapter 17. Programming Input and Force Feedback (4/6)
- Chapter 17. Programming Input and Force Feedback (5/6)
- Chapter 17. Programming Input and Force Feedback (6/6)
- Chapter 18. Building on the Basics, Some Projects in VR (1/6)
- Chapter 18. Building on the Basics, Some Projects in VR (2/6)
- Chapter 18. Building on the Basics, Some Projects in VR (3/6)
- Chapter 18. Building on the Basics, Some Projects in VR (4/6)
- Chapter 18. Building on the Basics, Some Projects in VR (5/6)
- Chapter 18. Building on the Basics, Some Projects in VR (6/6)
- Appendix A. Rotation with Quaternions (1/2)
- Appendix A. Rotation with Quaternions (2/2)
- Appendix B. The Generalized Inverse
- Appendix C. Aligning Two Images in a Panoramic Mosaic (1/2)
- Appendix C. Aligning Two Images in a Panoramic Mosaic (2/2)
- Appendix D. A Minimal WindowsTemplate Program (1/2)
- Appendix D. A Minimal WindowsTemplate Program (2/2)
- Appendix E. An MFC Template Program (1/3)
- Appendix E. An MFC Template Program (2/3)
- Appendix E. An MFC Template Program (3/3)
- Appendix F. The COM in Practice (1/2)
- Appendix F. The COM in Practice (2/2)
- Back Cover
Product information
- Title: A Hitchhiker's Guide to Virtual Reality
- Author(s):
- Release date: July 2007
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781568814773
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