1 resultado para three-dimensional display systems
em Digital Archives@Colby
Filtro por publicador
- Rhode Island School of Design (1)
- Aberystwyth University Repository - Reino Unido (4)
- Academic Archive On-line (Stockholm University; Sweden) (1)
- Acceda, el repositorio institucional de la Universidad de Las Palmas de Gran Canaria. España (4)
- AMS Tesi di Dottorato - Alm@DL - Università di Bologna (4)
- AMS Tesi di Laurea - Alm@DL - Università di Bologna (1)
- Applied Math and Science Education Repository - Washington - USA (1)
- Aquatic Commons (2)
- ArchiMeD - Elektronische Publikationen der Universität Mainz - Alemanha (2)
- Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco (4)
- Aston University Research Archive (2)
- Biblioteca Digital da Produção Intelectual da Universidade de São Paulo (15)
- Biblioteca Digital da Produção Intelectual da Universidade de São Paulo (BDPI/USP) (20)
- BORIS: Bern Open Repository and Information System - Berna - Suiça (69)
- Boston University Digital Common (1)
- Bucknell University Digital Commons - Pensilvania - USA (1)
- CaltechTHESIS (10)
- Cambridge University Engineering Department Publications Database (124)
- CentAUR: Central Archive University of Reading - UK (52)
- Chinese Academy of Sciences Institutional Repositories Grid Portal (106)
- Cochin University of Science & Technology (CUSAT), India (1)
- CORA - Cork Open Research Archive - University College Cork - Ireland (1)
- Department of Computer Science E-Repository - King's College London, Strand, London (1)
- DI-fusion - The institutional repository of Université Libre de Bruxelles (2)
- Digital Archives@Colby (1)
- Digital Commons - Michigan Tech (3)
- Digital Commons - Montana Tech (1)
- Digital Commons at Florida International University (2)
- Digital Peer Publishing (2)
- DigitalCommons - The University of Maine Research (3)
- DigitalCommons@The Texas Medical Center (3)
- DigitalCommons@University of Nebraska - Lincoln (1)
- Diposit Digital de la UB - Universidade de Barcelona (3)
- Duke University (6)
- eResearch Archive - Queensland Department of Agriculture; Fisheries and Forestry (1)
- Glasgow Theses Service (1)
- Greenwich Academic Literature Archive - UK (5)
- Helda - Digital Repository of University of Helsinki (3)
- Illinois Digital Environment for Access to Learning and Scholarship Repository (1)
- Indian Institute of Science - Bangalore - Índia (138)
- Instituto Politécnico do Porto, Portugal (4)
- Massachusetts Institute of Technology (12)
- National Center for Biotechnology Information - NCBI (4)
- Plymouth Marine Science Electronic Archive (PlyMSEA) (3)
- Portal de Revistas Científicas Complutenses - Espanha (1)
- QUB Research Portal - Research Directory and Institutional Repository for Queen's University Belfast (74)
- Queensland University of Technology - ePrints Archive (80)
- Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho" (88)
- Repositorio Institucional Universidad EAFIT - Medelin - Colombia (2)
- Research Open Access Repository of the University of East London. (1)
- SAPIENTIA - Universidade do Algarve - Portugal (1)
- Savoirs UdeS : plateforme de diffusion de la production intellectuelle de l’Université de Sherbrooke - Canada (1)
- School of Medicine, Washington University, United States (2)
- Universidad de Alicante (1)
- Universidad Politécnica de Madrid (20)
- Universidade Federal do Pará (1)
- Universitat de Girona, Spain (29)
- Universitätsbibliothek Kassel, Universität Kassel, Germany (1)
- Université de Lausanne, Switzerland (1)
- University of Connecticut - USA (1)
- University of Michigan (5)
- University of Queensland eSpace - Australia (4)
Resumo:
The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.