• DocumentCode
    1156058
  • Title

    The reality of virtual environments

  • Author

    Delannoy, Jean-Christian

  • Author_Institution
    Ottawa Univ., Ont., Canada
  • Volume
    24
  • Issue
    3
  • fYear
    2005
  • Firstpage
    37
  • Lastpage
    39
  • Abstract
    In this article, the reality of virtual environment is described in detail. Highly detailed three-dimensional (3D) computer models and environments are commonly used in design, manufacturing, simulation, and entertainment. These virtual environments (VEs) are often successful at appearing realistic when time remains still, but as the mobile objects are set into motion and interact with their surroundings, the movements often appear unnatural. In many prerendered VEs used for entertainment purposes, all of the object´s motions must be handmade by 3-D animators in a process that is time consuming and lacks strict realism. In other VEs such as the first generation of 3-D video games, objects are modeled by their bounding space or by a sphere that surrounds all of the 3-D model´s vertices. In these cases, the motions are often quite linear, and the collision response algorithms are quite simplistic; some even revert to stopping an object´s motion when it collides with the environment. These techniques are much too minimal and greatly reduce the level of realism in VEs.
  • Keywords
    computer animation; realistic images; rendering (computer graphics); virtual reality; 3-D animators; entertainment purpose; object motion; prerendered VE; three-dimensional computer model; virtual environment; Angular velocity; Computational modeling; Deformable models; Detection algorithms; Elasticity; Equations; Shape; Testing; Vectors; Virtual environment;
  • fLanguage
    English
  • Journal_Title
    Potentials, IEEE
  • Publisher
    ieee
  • ISSN
    0278-6648
  • Type

    jour

  • DOI
    10.1109/MP.2005.1502505
  • Filename
    1502505