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Tutorial: Introduction to VR Technology This tutorial is intended for those new to the VR/VE field. It will present topics related to Input Devices (such as Gesture Interfaces), Output Devices (such as Haptic Displays), Computing Architectures for VR, Modeling of virtual objects, VR Programming issues, Human Factors (user performance evaluations and cybersickness) and VR Applications. The tutorial is based on the book recently published by the Instructor (www.vrtechnology.org). Lecturer Grigore Burdea, Rutgers University Tutorial: Open Scene Graph A: Introduction Tutorial: Open Scene Graph B: Examples and Applications This tutorial has two sessions. The first session serves as an introduction to Open Scene Graph. It will cover the basics of scene graph technology and how it benefits large 3D graphics software that requires high performance. OpenSceneGraph will be presented as the choice implementation of scene graph technology through use of standards, extensibility and flexibility. This session will also, briefly, touch on the benefits of using open source as a development platform. The second session will walk the attendee through several C++ code examples, discussing techniques and reasons for usage. The attendee should come away with a good start toward developing a specific application. Lecturers Don Burns, OpenSceneGraph Robert Osfield, OpenSceneGraph 265 Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE

[IEEE IEEE Virtual Reality 2004 - Chicago, IL, USA (27-31 March 2004)] IEEE Virtual Reality 2004 - Tutorial: Open scene graph A: introduction tutorial: Open scene graph B: examples

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Page 1: [IEEE IEEE Virtual Reality 2004 - Chicago, IL, USA (27-31 March 2004)] IEEE Virtual Reality 2004 - Tutorial: Open scene graph A: introduction tutorial: Open scene graph B: examples

Tutorial: Introduction to VR Technology

This tutorial is intended for those new to the VR/VE field. It will present topics related to Input

Devices (such as Gesture Interfaces), Output Devices (such as Haptic Displays), Computing

Architectures for VR, Modeling of virtual objects, VR Programming issues, Human Factors (user

performance evaluations and cybersickness) and VR Applications. The tutorial is based on the

book recently published by the Instructor (www.vrtechnology.org).

Lecturer

Grigore Burdea, Rutgers University

Tutorial: Open Scene Graph A: Introduction

Tutorial: Open Scene Graph B: Examples and Applications

This tutorial has two sessions. The first session serves as an introduction to Open Scene Graph. It

will cover the basics of scene graph technology and how it benefits large 3D graphics software that

requires high performance. OpenSceneGraph will be presented as the choice implementation of

scene graph technology through use of standards, extensibility and flexibility. This session will

also, briefly, touch on the benefits of using open source as a development platform. The second

session will walk the attendee through several C++ code examples, discussing techniques and

reasons for usage. The attendee should come away with a good start toward developing a specific

application.

Lecturers

Don Burns, OpenSceneGraph

Robert Osfield, OpenSceneGraph

265Proceedings of the 2004 Virtual Reality (VR’04) 1087-8270/04 $ 20.00 IEEE