ABSTRACT

So far, we have looked at how to specify 3D scenes and the shape and appearance of virtual objects. We’ve investigated the principles of how to render realistic images as if we were looking at the scene from any direction and using any type of camera. Rendering static scenes, even if they result in the most realistic images one could imagine, is not enough for VR work. Nor is rendering active scenes with a lot of movement if they result from predefined actions or the highly scripted behavior of camera, objects or environment. This is the sort of behavior one might see in computer-generated movies. Of course, in VR, we still expect to be able to move the viewpoint and objects around in three dimensions, and so the same theory and implementation detail of such things as interpolation, hierarchical movement, physical animation and path following still apply.