Virtual reality
Preface; 1. Introduction; 2. Bird's-eye view; 3. The geometry of virtual worlds; 4. Light and optics; 5. The physiology of human vision; 6. Visual perception; 7. Visual rendering; 8. Motion in real and virtual worlds; 9. Tracking; 10. Interaction; 11. Audio; 12. Evaluating VR systems and experi...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | UnknownFormat |
Sprache: | eng |
Veröffentlicht: |
Cambridge, United Kingdom, New York, NY, Port Melbourne, New Delhi, Singapore
Cambridge University Press
2023
|
Schlagworte: |
Artificial intelligence
> Bildverarbeitung
> COMPUTERS / Artificial Intelligence
> COMPUTERS / Computer Graphics / General
> COMPUTERS / Data Processing / Optical Data Processing
> COMPUTERS / Social Aspects / Human-Computer Interaction
> COMPUTERS / Virtual Reality
> Grafikprogrammierung
> Graphics programming
> Human-computer interaction
> Image processing
> Künstliche Intelligenz
> Mensch-Computer-Interaktion
> Robotics
> Robotik
> TECHNOLOGY & ENGINEERING / Robotics
> Virtual reality
> Virtuelle Realität
|
Online Zugang: | Cover Inhaltsverzeichnis |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
Zusammenfassung: | Preface; 1. Introduction; 2. Bird's-eye view; 3. The geometry of virtual worlds; 4. Light and optics; 5. The physiology of human vision; 6. Visual perception; 7. Visual rendering; 8. Motion in real and virtual worlds; 9. Tracking; 10. Interaction; 11. Audio; 12. Evaluating VR systems and experiences; 13. Frontiers; References; Index. Virtual reality (VR) is a powerful technology that promises to transform our lives. This balanced and interdisciplinary text blends the key components from computer graphics, perceptual psychology, human physiology, behavioral science, media studies, human-computer interaction, optical engineering, and sensing and filtering, showing how each contributes to engineering perceptual illusions. Steven LaValle draws on his unique experience as a teacher, researcher, and early founder of Oculus VR, to demonstrate how the best practices and insights from industry are built on fundamental computer science principles. Topics include media history, geometric modeling, optical systems, displays, eyes, ears, low-level perception, neuroscience of vision, graphical rendering, tracking systems, interaction mechanisms, audio, evaluating VR systems, and mitigating side effects. Students, researchers, and developers will gain a clear understanding of timeless foundations and new applications, enabling them to make innovative contributions to this growing field as scientists, engineers, business developers, and content makers |
---|---|
Beschreibung: | Includes bibliographical references and index Literaturverzeichnis: Seite 340-356 |
Beschreibung: | xiv, 373 Seiten Illustrationen |
ISBN: | 9781107198937 978-1-107-19893-7 |