i
i
i
i
i
i
i
i
12
Tools, Libraries
and Templates
for VR
This part of the book provides practical solutions and small projects for a
wide variety of VR requirements such as image and video processing, play-
ing movies, interacting with external devices, stereoscopy and real-time 3D
graphics.
The ideas, algorithms and theoretical concepts that we have been looking
at in Part I are interesting, but to put them into practice, one must turn them
into computer programs. It is only in the memor y of the computer that the
virtual world exists. It is through VR programs and their control over the
computer’s hardware that the virtual (internal) world is built, destroyed and
made visible/touchable to us in the real world. This part of the book will
attempt to give you