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11
Navigation and
Movement
in VR
So far, we have looked at how to specify 3D scenes and the shape and ap-
pearance of virtual objects. We’ve investigated the principles of how to render
realistic images as if we were looking at the scene from any direction and using
any type of camera. Rendering static scenes, even if they result in the most
realistic images one could imagine, is not enough for VR work. Nor is render-
ing active scenes with a lot of movement if they result from predefined actions
or the highly scripted behavior of camera, objects or environment. This is the
sort of behavior one might see in computer-generated movies. Of course, in
VR, we still expect to be able to move the viewpoint and objects around in
three dimensions, and