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- The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier,
founder of VPL Research (1989). Other related terms include 'Artificial
Reality' (Myron Krueger, 1970s), 'Cyberspace' (William Gibson, 1984),
and, more recently, 'Virtual Worlds' and 'Virtual Environments' (1990s).
Today, 'Virtual Reality' is used in a variety of ways and often
in a confusing and misleading manner. Originally, the term referred to
'Immersive Virtual Reality.' In immersive VR, the user becomes fully
immersed in an artificial, three-dimensional world that is completely
generated by a computer.
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- Rendering algorithms: painters, Scan-Line, Z-Buffer
- Texture Mapping: increase realization
- Bump Mapping: Using texture map to modulate the way light is reflected
pixel by pixel
- Shadows: Geometric analysis of the spatial relationship between light
sources and the object in a scene;
- Ray tracing: Excellent for realizing shadows, reflections, refractions
slow for VR
- Radiosity: Simulate the internal reflections that arise when an
interior is illuminated by light source. Color intensities can be stored and associated with the individual polygon.
Work best for VR
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- Immersion is the sensation of being a part of Virtual Environment (VE)
- Immersion technologies increases the sensation of presence within the
Virtual world, and for some people immersion distinguished VR systems
for other real-time computer
graphics systems.
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- The unique characteristics of immersive virtual reality can be
summarized as follows:
- Head-referenced viewing provides a natural interface for the navigation
in three-dimensional space and allows for look-around, walk-around, and
fly-through capabilities in virtual environments.
- Stereoscopic viewing enhances the perception of depth and the sense of
space.
- The virtual world is presented in full scale and relates properly to the
human size.
- Realistic interactions with virtual objects via data glove and similar
devices allow for manipulation, operation, and control of virtual
worlds.
- The convincing illusion of being fully immersed in an artificial world
can be enhanced by auditory and other non-visual technologies.
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- Stereoscopic Vision: Stereoscopic images are image pairs, which are
directed to separate eyes by using special viewing techniques or
equipment. The result is an illusion of a single actually
three-dimensional image. The phenomena is based on the fact, that we see
the world always from two slightly different angles simultaneously.
- This is process of mapping an
image into corresponding position upon the two retains
- http://www.ioon.net/martian/stereo2.html
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- Stereopsis Cues
- Motion Parallax Cues
- Perspective depth Cues
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- Houses two display screens and an optical system that channels the
images from the screens to the eyes, thereby, presenting a stereo view
of a virtual world. A motion tracker continuously measures the position
and orientation of the user's head and allows the image generating
computer to adjust the scene representation to the current view. As a
result, the viewer can look around and walk through the surrounding
virtual environment.
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- The ACVE (Cave Automatic Virtual Environment) was developed at the University
of Illinois at Chicago and provides the illusion of immersion by
projecting stereo images on the walls and floor of a room-sized cube.
Several persons wearing lightweight stereo glasses can enter and walk
freely inside the CAVE. A head tracking system continuously adjust the stereo
projection to the current position of the leading viewer.
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- the VisionDome delivers a full-color, raster based, interactive display,
with 360 degree projection a 180 degree field of view. The tilted
hemispherical screen is positioned so as to fill the field-of-view of
the participants, creating a sense of immersion in the same way that
large-screen cinemas draw the audience into the scene. The observer
loses the normal depth cues, such as edges, and perceives 3D objects
beyond the surface of the screen. The dome itself allows freedom of head
motion, so that the observer can change their direction of view, and yet
still have their vision fully encompassed by the image.
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- A variety of input devices like data gloves, joysticks, and hand-held
wands allow the user to navigate through a virtual environment and to
interact with virtual objects. Directional sound, tactile and force
feedback devices, voice recognition and other technologies are being
employed to enrich the immersive experience and to create more
"sensualized" interfaces
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- VRML provides three-dimensional worlds with integrated hyperlinks on the
Web. Home pages become home spaces. The viewing of VRML models via a
VRML plug-in for Web browsers is usually done on a graphics monitor
under mouse-control and, therefore, not fully immersive. However, the
syntax and data structure of VRML provide an excellent tool for the
modeling of three-dimensional worlds that are functional and interactive
and that can, ultimately, be transferred into fully immersive viewing
systems. The current version VRML 2.0 has become an international
ISO/IEC standard under the name VRML 97.
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- Visualizing structures developed using CAD
- Training, specially where it is expensive or dangerous
- Visualize large building projects
- Surgical training, virtual organs
- Entertainment, virtual TV studio, children program.
- Virtual museum, historical buildings, and archaeological sites
- Another million and one other applications B-26
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