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001 | 291869 | ||
003 | MX-SnUAN | ||
005 | 20160429154922.0 | ||
007 | cr nn 008mamaa | ||
008 | 150903s2008 xxk| o |||| 0|eng d | ||
020 |
_a9781848001176 _99781848001176 |
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024 | 7 |
_a10.1007/9781848001176 _2doi |
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035 | _avtls000344170 | ||
039 | 9 |
_a201509030353 _bVLOAD _c201405050303 _dVLOAD _y201402061250 _zstaff |
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_aMX-SnUAN _bspa _cMX-SnUAN _erda |
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050 | 4 | _aT385 | |
100 | 1 |
_aGutiérrez, Mario A. A. _eautor _9323336 |
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245 | 1 | 0 |
_aStepping into Virtual Reality / _cby Mario A. A. Gutiérrez, Frédéric Vexo, Daniel Thalmann. |
264 | 1 |
_aLondon : _bSpringer London, _c2008. |
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300 |
_axv, 214 páginas _brecurso en línea. |
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336 |
_atexto _btxt _2rdacontent |
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337 |
_acomputadora _bc _2rdamedia |
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338 |
_arecurso en línea _bcr _2rdacarrier |
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347 |
_aarchivo de texto _bPDF _2rda |
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500 | _aSpringer eBooks | ||
505 | 0 | _aFundamentals -- Computer Graphics -- Computer Animation -- Virtual Worlds -- Virtual Characters -- Architecture of Virtual Reality Systems -- Mixed Realities -- Perceiving Virtual Worlds -- Vision -- Audition -- Touch -- Smell and Taste -- Applications -- Health Sciences -- Cultural Heritage -- Other VR Applications. | |
520 | _aThe fruit of many years experience on the creation of synthetic worlds and virtual realities, this book is based on the considerable expertise of the authors, who share their knowledge of mastering the complexities behind the creation of Virtual Reality (VR) applications. The first part of the book reviews the basic theoretical and practical concepts involved in the visual aspect of virtual environments. Part 2 provides more details on the components, structure and types of virtual worlds that can be created, including detailed explanations of the main modeling and animation techniques for virtual characters - one of the most important aspects in a virtual world. A review and discussion of the main types of VR system architectures defines the different alternatives for organizing and designing a VR application. The final part covers the main principles of Virtual Reality hardware using a generic classification of interaction devices based on a human-centered approach (via the five human senses: vision, sound, touch, smell and taste). The book closes with an overview of successful VR systems and applications and gives a glimpse of what lies in the future. This book was conceived as a guided tour and provides practical explanations of each step in the process of creating a Virtual Reality application. It can be used both as textbook for a Virtual Reality course, and as a reference for courses covering computer graphics, computer animation or human-computer interaction topics. | ||
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
700 | 1 |
_aVexo, Frédéric. _eautor _9323337 |
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700 | 1 |
_aThalmann, Daniel. _eautor _9315242 |
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710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9781848001169 |
856 | 4 | 0 |
_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-84800-117-6 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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