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A hitchhiker's guide to virtual reality /

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 h...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: McMenemy, Karen, 1976-
Otros Autores: Ferguson, Stuart, 1953-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Wellesley, Mass. : A K Peters, ©2007.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a McMenemy, Karen,  |d 1976- 
245 1 2 |a A hitchhiker's guide to virtual reality /  |c Karen McMenemy, Stuart Ferguson. 
260 |a Wellesley, Mass. :  |b A K Peters,  |c ©2007. 
300 |a 1 online resource (xv, 588 pages) :  |b illustrations 
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504 |a Includes bibliographical references and index. 
505 0 |a Introduction -- The human senses and VR -- Applications and implications of VR -- Building a practical VR system -- Describing and storing the VR world -- A pocket 3D theory reference -- The rendering pipeline -- Computer vision in VR -- Image-based rendering -- Stereopsis -- Navigation and movement in VR -- Practical programs for VR -- Tools, libraries and templates for VR -- Programming 3D graphics in real time -- High-quality 3D with OpenGL 2 -- Using multimedia in VR -- Programming stereopsis -- Programming input and force feedback -- Building on the basics, some projects in VR. 
588 0 |a Print version record. 
520 |a 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, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Human-computer interaction. 
650 0 |a Virtual reality. 
650 2 |a Virtual Reality 
650 6 |a Réalité virtuelle. 
650 7 |a virtual reality.  |2 aat 
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650 7 |a Virtual reality  |2 fast 
700 1 |a Ferguson, Stuart,  |d 1953- 
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