Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Creating VRML extensions to support scientific visualization
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Alice: a rapid prototyping system for building virtual environments
CHI '94 Conference Companion on Human Factors in Computing Systems
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
The annotated VRML 2.0 reference manual
The annotated VRML 2.0 reference manual
Worldlets: 3D thumbnails for 3D browsing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ISWC '97 Proceedings of the 1st IEEE International Symposium on Wearable Computers
Sewing Worlds Together With SEAMs: A Mechanism to Construct Complex Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Hi-index | 0.00 |
The TOADS system is an innovative tool for building interior-space virtual environments (VEs) in two dimensions. Existing VE design tools typically operate in three dimensions, which makes it difficult to manipulate objects on the inherently two-dimensional computer screen. TOADS allows nearly the same functionality as those three-dimensional systems in an easy-to-use, two-dimensional environment. Users edit and enhance DXF floorplans with height and texture information. The software includes an inference engine that automatically identifies doors in the floorplan and generates openable polygons in the final environment. It also includes a sophisticated mechanism for embedding complex textures, such as transparent windows, at arbitrary heights in wall polygons. The entire interface is integrated with software that drives a custom texture-acquisition device. This device consists of a rack-mounted camera that captures narrow bands of textures and tiles them together to form long, continuous swaths of texture. This paper summarizes these tools and their function, and presents examples of environments that were generated with them.