As virtual worlds become increasingly complex, task level interaction with virtual actors becomes correspondingly important. The control problem simply becomes unmanageable if we try to interact with synthetic agents ...
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Addresses 3D visualization techniques now being developed that are specific to coarse, irregular grid fields such as finite-element models. These include direct-generation of isovalues from finite elements, display of...
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Addresses 3D visualization techniques now being developed that are specific to coarse, irregular grid fields such as finite-element models. These include direct-generation of isovalues from finite elements, display of 3D gradient and tensor quantities, and the display of multiple states of behavior, items common to general 3D visualization, but with specific algorithmic and implementation issues in finite element analysis.< >
An experiment is described comparing three devices (a mouse, a trackball, and a stylus with tablet) in the performance of pointing and dragging tasks. During pointing, movement times were shorter and error rates were ...
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The computergraphics Metafile deals with the computergraphics Metafile (CGM) standard and covers topics ranging from the structure and contents of a metafile to CGM functionality, metafile elements, and real-world a...
ISBN:
(纸本)9780408026802
The computergraphics Metafile deals with the computergraphics Metafile (CGM) standard and covers topics ranging from the structure and contents of a metafile to CGM functionality, metafile elements, and real-world applications of CGM. Binary Encoding, Character Encoding, application profiles, and implementations are also discussed. This book is comprised of 18 chapters divided into five sections and begins with an overview of the CGM standard and how it can meet some of the requirements for storage of graphical data within a graphics system or application environment. The reader is then introduced to the practice of using the CGM and the nature of the CGM, its aims, and what is defined in the standard. The following chapters focus on the players, the rules, and the game; the abstract functionality of the CGM; descriptor elements for metafiles and pictures; coordinates, primitives, and attributes; and encodings and implementation considerations. Clear Text Encoding, Binary Encoding, Character Encoding, and application profiles are also explored. The final chapter looks at the use of GKS, GKS-3D, and PHIGS to generate and interpret CGMs. This monograph will be a valuable resource for computergraphics students and professionals as well as software engineers and computer programmers.
We have developed a virtual environment system which supports multiple simulations, including virtual actors. These actors exhibit motor behavior in response to activity in the environment. We present an example actor...
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We have implemented an algorithm for rigid body dynamics which unifies the advantages of linear recursive algorithms with the advantages of earlier linear algebra based constraint force approaches. No restriction is p...
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This paper presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured on two levels. On the first level, global spatial and temporal characteris...
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