An object-oriented 3D graphics toolkit
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Adapting VRML 2.0 for immersive use
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Component software: beyond object-oriented programming
Component software: beyond object-oriented programming
Proceedings of the third symposium on Virtual reality modeling language
VSPLUS: A high-level multi-user extension library for interactive VRML worlds
Proceedings of the third symposium on Virtual reality modeling language
A highly flexible virtual reality system
Future Generation Computer Systems - Special double issue on virtual reality in industry and research
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Proceedings of the seventh international conference on 3D Web technology
A multi-thread safe foundation for scene graphs and its extension to clusters
EGPGV '02 Proceedings of the Fourth Eurographics Workshop on Parallel Graphics and Visualization
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Proceedings of the conference on Visualization '01
Cybernarium Days 2002 - A Public Experience of Virtual and Augmented Worlds
CW '02 Proceedings of the First International Symposium on Cyber Worlds (CW'02)
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
A Sorting Classification of Parallel Rendering
A Sorting Classification of Parallel Rendering
Introduction to Virtual Reality
Introduction to Virtual Reality
Designing Virtual Reality Systems: The Structured Approach
Designing Virtual Reality Systems: The Structured Approach
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Virtual and augmented reality have been around for a long time, but for most people they are movie fantasies. Very few people outside a few research labs have worked with or experienced these systems for themselves. On the other hand, interactive 3D graphics applications are ubiquitous, mostly in the form of games. More and more people are working in animation and games, creating models and programs for interactive 3D applications on standard monitors. The goal of this class is to demonstrate that the leap to actual immersive or augmented environments is not as big as you might think. It explains how high-powered 3D graphics cards, mainstream applications of stereoscopic displays in 3D TV and movies, and webcams that achieve TV-quality images have significantly lowered the barriers to entry. And how, in combination with those hardware advances, freely available software based on open standards like X3D provides all the tools you need to access the elusive world of virtual and augmented reality applications. Following a summary of the basic principles of stereo displays, tracking systems and post-WIMP interaction metaphors, the main part of the course is a practical introduction to creating and running your own interactive and immersive applications.