Академический Документы
Профессиональный Документы
Культура Документы
Section II
4. Introduction to OpenGL & GLUT Libraries:
(8)
Introduction to OpenGL, OpenGL basic graphics primitives: The OpenGL data types,
OpenGL state, establishing the coordinate systems, Line drawing in OpenGL, drawing polylines and polygons, Design & use of GLUT & GLUI menus.
5. Introduction to Virtual Reality and Application areas
(8)
A short history of early virtual reality, early commercial VR Technology, The five classical
components of VR Systems, Design of Virtual reality systems, Important factors in VR
systems, Types of VR systems, Advantages of virtual reality areas of Virtual Reality
Medical, Education, Arts and Entertainment, Military, Manufacturing, Robotics, Information
visualization.
6. Computing Architectures for Virtual Reality
(8)
The Rendering Pipeline: The graphical rendering pipeline, The haptics rendering pipeline, PC
Graphics Architectures: Pc Graphics Accelerators, Graphics Benchmarks, Work Station
Based Architectures: the Sun Blade 1000 Architecture, the SGI Infinite Reality Architecture,
Distributed VR Architectures: Multipipeline Synchronization, Collocated rendering Pipelines,
Distributed Virtual Environments.
Text Books:
1. Mathematical elements for Computer Graphics - David F. Rogers, J. Alan Adams
(MGH Int.) (For chapters 1, 2, 5)
2. Procedural elements for Computer Graphics - David F. Rogers (MGH Int.) (For
chapters 3, 4)
3. Computer Graphics Using OpenGL F.S. Hill Jr. Stephen M. Kelley, (Pearson
Education) (Chapter6)
4. Vince, Virtual Reality Systems, Pearson Education.