virtual reality and texture mapping

"Texture mapping" is an efficient method to create surfaces for three-dimensional virtual things by overlapping basically two-dimensional texture shadings on the exterior exteriors of objects. Depth sensation of these surfaces can be then be refined by means of shading and reflected light. "Ray tracing" takes light reflection to the next level by tracing individual beams of light as they bounce among objects and eventually bounce from the exterior exteriors of objects to the viewer. Texture mapping, light shading, and ray tracing require considerable computing power, particularly for complex virtual constructs with travelling objects. Conveniently with respect to computing economy, people do not follow as much vision depth in travelling things as in immobile things. Thus, computational effort in Virtual Reality (VR) can be conserved absent significant loss in perceptual believability by rendering the surfaces of travelling components in less detail than the surfaces of stationery things. For more about virtual reality, see also WorldViz Vizard VR Toolkit .

Most virtual reality image display systems cause disharmony between axial convergence because the separate-eye display does not vary the focal plane. Lags in visual image processes can also cause disharmony between movement sensed by the the workings of one's inner ear and movement sensed by vision. These inconsistencies can result in eye strain, disorientation, and sickness. The range of these problems is influenced by age, gender, and other factors. These problems can be reduced by bit by bit immersing people in virtual reality, beginning with very short sessions and then working up to longer sessions. Also, Virtual Tours Vermont has interesting notes.

Cyber Simulation also has information on this topic.

Inquiries concerning virtual reality and texture mapping and the site CyberSimulation.com may be sent to:

CyberSimulation.com

© 2007 by CyberSimulation.com


Virtual Reality T-Shirts