Zobrazeno 1 - 10
of 40
pro vyhledávání: '"Andrei Sherstyuk"'
Publikováno v:
The Visual Computer. 27:173-185
The ability to locate, select and interact with objects is fundamental to most Virtual Reality (VR) applications. Recently, it was demonstrated that the virtual hand metaphor, a technique commonly used for these tasks, can also be employed to control
Publikováno v:
International Journal of Image and Graphics. 10:219-233
Mixing real and virtual components into one consistent environment often involves creating geometry models of physical objects. Traditional approaches include manual modeling by 3D artists or use of dedicated devices. Both approaches require special
Publikováno v:
IEEE Computer Graphics and Applications. 30:93-96,C3
Here we describe a vision of VR games that combine the best features of gaming and VR: large, persistent worlds experienced in photorealistic settings with full immersion. For example, Figure 1 illustrates a hypothetical immersive VR game that could
Autor:
Kiyoshi Kiyokawa, Andrei Sherstyuk
Publikováno v:
Transactions on Computational Science XXIII ISBN: 9783662437896
In virtual environments, navigation is one of the most fundamental tasks that requires timely collision detection and collision avoidance mechanisms [1]. It was shown that when navigation is constrained to moving on a terrain surface, the problem of
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::3f12097a02b89ed29114ffcb244c685b
https://doi.org/10.1007/978-3-662-43790-2_8
https://doi.org/10.1007/978-3-662-43790-2_8
Autor:
Jon McCormack, Andrei Sherstyuk
Publikováno v:
Computer Graphics Forum. 17:113-120
Implicit surfaces obtained by convolution of multi-dimensional primitives with some potential function, are a generalisation of popular implicit surface models: blobs, metaballs and soft objects. These models differ in their choice of potential funct
Publikováno v:
CW
Terrain elevation maps can be efficiently used for real-time collision processing for ground-bound travelers Maps. We extend this approach to handle objects that may fly freely in 3D space. The new algorithm makes effective use of allocated terrain i
Autor:
Kiyoshi Kiyokawa, Andrei Sherstyuk
Publikováno v:
CW
Navigation is one of the most fundamental tasks in virtual environments, that requires timely collision detection and collision avoidance mechanisms. It was shown that when navigation is constrained to moving on a terrain, the problem of collision de
Autor:
Andrei Sherstyuk, Anton Treskunov
Publikováno v:
VR
Natural head motion is the key component in Virtual Reality systems where users are immersed via personal eyewear. The advent of webcam tracking technologies made head motion available on every desktop, for any 3D game, calling for revised methods of
Autor:
Anton Treskunov, Andrei Sherstyuk
Publikováno v:
VR
Mouse, joystick and keyboard controls in 3D games have long since become a second nature for generations of garners. Recent advances in webcam-based tracking technologies made it easy to bring natural human motions and gestures into play. However, vi
Autor:
Andrei Sherstyuk
Publikováno v:
Journal of Graphics Tools. 1:41-46
We propose a simple yet effective extension of the ray-tracing algorithm that allows selective visibility of objects for specific rays. Typically, rays are classified as pixel, shadow, reflected, and transmitted. We suggest adding to material descrip