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Titlebook: Distributed Virtual Worlds; Foundations and Impl Stephan Diehl Book 2001 Springer-Verlag Berlin Heidelberg 2001 3D.3D graphics.Browser.Dist

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31#
發(fā)表于 2025-3-26 21:11:39 | 只看該作者
32#
發(fā)表于 2025-3-27 02:11:02 | 只看該作者
33#
發(fā)表于 2025-3-27 07:07:22 | 只看該作者
https://doi.org/10.1057/9780230270596For computers to communicate there must be well-defined rules. In distributed systems applications exchange messages. A protocol determines the form, content and sequence of such messages.
34#
發(fā)表于 2025-3-27 09:28:50 | 只看該作者
The Statesman‘s Year-Book 1997-8In this section we will look at several 3D technologies for providing interactive 3D graphics on the internet: QuickTime VR, MetaStream, VRML, MPEG-4 and Java3D.
35#
發(fā)表于 2025-3-27 15:03:08 | 只看該作者
https://doi.org/10.1057/9780230271265A VRML-browser usually allows two primitive network operations: hyperlinks and inclusion of media stored on different servers in the network. We use the term . (MUTech) for all aspects of network communication in multi-user worlds thatare not provided by the VRML-browser. Essential requirements of MUTechs are listed below (see also [66, 36]).
36#
發(fā)表于 2025-3-27 21:26:57 | 只看該作者
37#
發(fā)表于 2025-3-27 23:20:58 | 只看該作者
Technical AspectsIn this chapter we introduce some terminology which will be used throughout the book. Then we infer basic requirements for distributed virtual worlds from the examples of the previous chapter. Finally, we look at what technologies are used to implement these on the web.
38#
發(fā)表于 2025-3-28 05:07:57 | 只看該作者
User PerspectiveIn this chapter we discuss the wide spectrum of applications of DVWs, give an overview of existing virtual worlds and look at navigation and communication in virtual worlds from a user’s perspective. Finally, we address some aspects which will be important for the future success of DVWs.
39#
發(fā)表于 2025-3-28 07:56:04 | 只看該作者
Three-Dimensional Computer GraphicsIn this chapter we look at how three-dimensional computer graphics are produced from mathematical models. We first look at some mathematical preliminaries. Then we look at the different stages of the graphics pipeline.
40#
發(fā)表于 2025-3-28 11:34:46 | 只看該作者
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