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Titlebook: Virtual Environments ’99; Proceedings of the E Michael Gervautz,Dieter Schmalstieg,Axel Hildebran Conference proceedings 1999 Springer-Verl

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11#
發(fā)表于 2025-3-23 10:39:00 | 只看該作者
Using Virtual Environments to Enhance Visualizationt for two commercial general-purpose data visualization systems. The project has exploited mechanisms provided by all three systems to incorporate new user-developed functionality. In addition to updating and navigating the visualization scene, this includes user control of the visualization applica
12#
發(fā)表于 2025-3-23 15:17:45 | 只看該作者
13#
發(fā)表于 2025-3-23 21:37:31 | 只看該作者
14#
發(fā)表于 2025-3-23 22:28:20 | 只看該作者
Texture-based Volume Visualization for Multiple Users on the World Wide Webcation uses JAVA and the Virtual Reality Modeling Language (VRML), thus it is platform-independent and able to use fast 3D graphics acceleration hardware of client machines. The application allows the shared viewing and manipulation of three-dimensional medical volume datasets in a heterogeneous net
15#
發(fā)表于 2025-3-24 05:13:21 | 只看該作者
16#
發(fā)表于 2025-3-24 07:51:01 | 只看該作者
Rapid Development of VRML Content via Geometric Programmingic shapes and maps, has been recently extended with non geometric attributes like colors, lights and textures. PLaSM is used in the paper both to develop some general-purpose tools, including Bézier manifolds of any dimension and degree, the .-th derivative of any parametric curve and “Bézier stripe
17#
發(fā)表于 2025-3-24 14:21:14 | 只看該作者
18#
發(fā)表于 2025-3-24 14:56:59 | 只看該作者
Interaction Techniques on the Virtual Workbenchnts and, in particular, the virtual workbench, comparing this system to HMD and CAVE systems. The paper addresses three issues: (a) identifying the characteristics that set the workbench apart from other virtual environments; (b) determining types and examples of interaction techniques; (c) evaluati
19#
發(fā)表于 2025-3-24 20:04:20 | 只看該作者
20#
發(fā)表于 2025-3-25 01:59:33 | 只看該作者
Occlusion in Collaborative Augmented Environmentss. To improve the quality and consistency of the augmentation, the occlusion of real objects by computer-generated objects and vice versa has to be implemented. We present methods how this can be done for a tracked user’s body and other real objects and how irritating artifacts due to misalignments
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