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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,

Table of Contents

  1. Front Cover
  2. Copyright
  3. Table of Contents (1/2)
  4. Table of Contents (2/2)
  5. Preface
  6. Part I. What, Why and How
  7. Chapter 1. Introduction (1/2)
  8. Chapter 1. Introduction (2/2)
  9. Chapter 2. The Human Senses and VR (1/4)
  10. Chapter 2. The Human Senses and VR (2/4)
  11. Chapter 2. The Human Senses and VR (3/4)
  12. Chapter 2. The Human Senses and VR (4/4)
  13. Chapter 3. Applications and Implications of VR (1/4)
  14. Chapter 3. Applications and Implications of VR (2/4)
  15. Chapter 3. Applications and Implications of VR (3/4)
  16. Chapter 3. Applications and Implications of VR (4/4)
  17. Chapter 4. Building a Practical VR System (1/9)
  18. Chapter 4. Building a Practical VR System (2/9)
  19. Chapter 4. Building a Practical VR System (3/9)
  20. Chapter 4. Building a Practical VR System (4/9)
  21. Chapter 4. Building a Practical VR System (5/9)
  22. Chapter 4. Building a Practical VR System (6/9)
  23. Chapter 4. Building a Practical VR System (7/9)
  24. Chapter 4. Building a Practical VR System (8/9)
  25. Chapter 4. Building a Practical VR System (9/9)
  26. Chapter 5. Describing and Storing the VR World (1/7)
  27. Chapter 5. Describing and Storing the VR World (2/7)
  28. Chapter 5. Describing and Storing the VR World (3/7)
  29. Chapter 5. Describing and Storing the VR World (4/7)
  30. Chapter 5. Describing and Storing the VR World (5/7)
  31. Chapter 5. Describing and Storing the VR World (6/7)
  32. Chapter 5. Describing and Storing the VR World (7/7)
  33. Chapter 6. A Pocket 3D Theory Reference (1/6)
  34. Chapter 6. A Pocket 3D Theory Reference (2/6)
  35. Chapter 6. A Pocket 3D Theory Reference (3/6)
  36. Chapter 6. A Pocket 3D Theory Reference (4/6)
  37. Chapter 6. A Pocket 3D Theory Reference (5/6)
  38. Chapter 6. A Pocket 3D Theory Reference (6/6)
  39. Chapter 7. The Rendering Pipeline (1/7)
  40. Chapter 7. The Rendering Pipeline (2/7)
  41. Chapter 7. The Rendering Pipeline (3/7)
  42. Chapter 7. The Rendering Pipeline (4/7)
  43. Chapter 7. The Rendering Pipeline (5/7)
  44. Chapter 7. The Rendering Pipeline (6/7)
  45. Chapter 7. The Rendering Pipeline (7/7)
  46. Chapter 8. Computer Vision in VR (1/8)
  47. Chapter 8. Computer Vision in VR (2/8)
  48. Chapter 8. Computer Vision in VR (3/8)
  49. Chapter 8. Computer Vision in VR (4/8)
  50. Chapter 8. Computer Vision in VR (5/8)
  51. Chapter 8. Computer Vision in VR (6/8)
  52. Chapter 8. Computer Vision in VR (7/8)
  53. Chapter 8. Computer Vision in VR (8/8)
  54. Chapter 9. Image-Based Rendering (1/4)
  55. Chapter 9. Image-Based Rendering (2/4)
  56. Chapter 9. Image-Based Rendering (3/4)
  57. Chapter 9. Image-Based Rendering (4/4)
  58. Chapter 10. Stereopsis (1/5)
  59. Chapter 10. Stereopsis (2/5)
  60. Chapter 10. Stereopsis (3/5)
  61. Chapter 10. Stereopsis (4/5)
  62. Chapter 10. Stereopsis (5/5)
  63. Chapter 11. Navigation and Movement in VR (1/7)
  64. Chapter 11. Navigation and Movement in VR (2/7)
  65. Chapter 11. Navigation and Movement in VR (3/7)
  66. Chapter 11. Navigation and Movement in VR (4/7)
  67. Chapter 11. Navigation and Movement in VR (5/7)
  68. Chapter 11. Navigation and Movement in VR (6/7)
  69. Chapter 11. Navigation and Movement in VR (7/7)
  70. Chapter 12. Tools, Libraries and Templates for VR (1/3)
  71. Chapter 12. Tools, Libraries and Templates for VR (2/3)
  72. Chapter 12. Tools, Libraries and Templates for VR (3/3)
  73. Chapter 13. Programming 3D Graphics in Real Time (1/10)
  74. Chapter 13. Programming 3D Graphics in Real Time (2/10)
  75. Chapter 13. Programming 3D Graphics in Real Time (3/10)
  76. Chapter 13. Programming 3D Graphics in Real Time (4/10)
  77. Chapter 13. Programming 3D Graphics in Real Time (5/10)
  78. Chapter 13. Programming 3D Graphics in Real Time (6/10)
  79. Chapter 13. Programming 3D Graphics in Real Time (7/10)
  80. Chapter 13. Programming 3D Graphics in Real Time (8/10)
  81. Chapter 13. Programming 3D Graphics in Real Time (9/10)
  82. Chapter 13. Programming 3D Graphics in Real Time (10/10)
  83. Chapter 14. High-Quality 3D with OpenGL 2 (1/7)
  84. Chapter 14. High-Quality 3D with OpenGL 2 (2/7)
  85. Chapter 14. High-Quality 3D with OpenGL 2 (3/7)
  86. Chapter 14. High-Quality 3D with OpenGL 2 (4/7)
  87. Chapter 14. High-Quality 3D with OpenGL 2 (5/7)
  88. Chapter 14. High-Quality 3D with OpenGL 2 (6/7)
  89. Chapter 14. High-Quality 3D with OpenGL 2 (7/7)
  90. Chapter 15. Using Multimedia in VR (1/10)
  91. Chapter 15. Using Multimedia in VR (2/10)
  92. Chapter 15. Using Multimedia in VR (3/10)
  93. Chapter 15. Using Multimedia in VR (4/10)
  94. Chapter 15. Using Multimedia in VR (5/10)
  95. Chapter 15. Using Multimedia in VR (6/10)
  96. Chapter 15. Using Multimedia in VR (7/10)
  97. Chapter 15. Using Multimedia in VR (8/10)
  98. Chapter 15. Using Multimedia in VR (9/10)
  99. Chapter 15. Using Multimedia in VR (10/10)
  100. Chapter 16. Programming Stereopsis (1/9)
  101. Chapter 16. Programming Stereopsis (2/9)
  102. Chapter 16. Programming Stereopsis (3/9)
  103. Chapter 16. Programming Stereopsis (4/9)
  104. Chapter 16. Programming Stereopsis (5/9)
  105. Chapter 16. Programming Stereopsis (6/9)
  106. Chapter 16. Programming Stereopsis (7/9)
  107. Chapter 16. Programming Stereopsis (8/9)
  108. Chapter 16. Programming Stereopsis (9/9)
  109. Chapter 17. Programming Input and Force Feedback (1/6)
  110. Chapter 17. Programming Input and Force Feedback (2/6)
  111. Chapter 17. Programming Input and Force Feedback (3/6)
  112. Chapter 17. Programming Input and Force Feedback (4/6)
  113. Chapter 17. Programming Input and Force Feedback (5/6)
  114. Chapter 17. Programming Input and Force Feedback (6/6)
  115. Chapter 18. Building on the Basics, Some Projects in VR (1/6)
  116. Chapter 18. Building on the Basics, Some Projects in VR (2/6)
  117. Chapter 18. Building on the Basics, Some Projects in VR (3/6)
  118. Chapter 18. Building on the Basics, Some Projects in VR (4/6)
  119. Chapter 18. Building on the Basics, Some Projects in VR (5/6)
  120. Chapter 18. Building on the Basics, Some Projects in VR (6/6)
  121. Appendix A. Rotation with Quaternions (1/2)
  122. Appendix A. Rotation with Quaternions (2/2)
  123. Appendix B. The Generalized Inverse
  124. Appendix C. Aligning Two Images in a Panoramic Mosaic (1/2)
  125. Appendix C. Aligning Two Images in a Panoramic Mosaic (2/2)
  126. Appendix D. A Minimal WindowsTemplate Program (1/2)
  127. Appendix D. A Minimal WindowsTemplate Program (2/2)
  128. Appendix E. An MFC Template Program (1/3)
  129. Appendix E. An MFC Template Program (2/3)
  130. Appendix E. An MFC Template Program (3/3)
  131. Appendix F. The COM in Practice (1/2)
  132. Appendix F. The COM in Practice (2/2)
  133. Back Cover
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