Communicating with Virtual WorldsNadia Magnenat-Thalmann, Daniel Thalmann |
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Contents
Future Directions in Advanced User Interface Design | 2 |
Accessing Data Information and Knowledge | 29 |
User Guidance in Virtual Worlds | 50 |
Copyright | |
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algorithm angle animation applications approximation axis B-spline Bézier curves bisectors blending block edge boundary calculated cells color complex components Computer Graphics Computer Science constraints construction contour control points convex hull coordinate corresponding curvature data sets defined deformation degree described developed dimensional display edge detection elements end-effector Engineering equation example Figure filter fractal images function geometric IEEE implemented interactive interpolation intersection iteration Japan joint kernel layer light source linear manipulation matrix mesh method nodes NURBS object optical flows P₁ parameters patch performance pixel plane polygons polyhedron position processors quaternion quaternion curve radiosity ray tracing region rendering represent representation rotation samples segment shadow volumes shape Shorinji Kempo SIGGRAPH simulation skin space spline structure subdivision surface task techniques texture mapping transformation transputer triangles University user interface values vector vertex vertices virtual visual Voronoi diagram whole-hand input workstation z-buffer