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Virtual Reality for Industrial Applications

  • Book
  • © 1998

Overview

  • The book gives a systematic view on the fundamental aspects of VR technology and its industrial applications.
  • The book is based on up-to-date information provided by experts from research and industry.
  • All the authors are leading VR researchers.
  • Especially those from industry are pioneers of VR applications.

Part of the book series: Computer Graphics: Systems and Applications (COMPUTER GRAPH.)

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Table of contents (10 chapters)

  1. Introduction — Beyond Walkthroughs

  2. VR Techniques

  3. From CAD to VR

  4. Applications

Keywords

About this book

Just a few years ago, virtual reality was regarded as more a toy than a tool. Today, however, it is becoming the enabling technology for man-machine communications. The rapid development of graphics hardware and soft­ ware makes its application possible. Besides building walkthroughs and landscape fly-overs with very realistic visual effects, we can recognize the trend toward industrial applications. This is because of the emerging need for tools for rapid product development. Especially in the aeronautical and automotive industries, companies have began to investigate and develop virtual reality tools for their own needs in co-operation with research or­ ganizations. In co-operation with the Fraunhofer Institute for Computer Graphics (IGD), the Computer Graphics Center (ZGDV) in Darmstadt established the German working group on virtual reality in 1993 as a forum for infor­ mation exchange between industry and research. German researchers, system developers, and industrial users have met several times in Darm­ stadt at the Computer Graphics Center. In these meetings they discussed the essential issues inherent in applying virtual reality to industrial appli­ cations and exchanged their latest research results and experiences.

Editors and Affiliations

  • ABB Corporate Research, Heidelberg, Germany

    Fan Dai

Bibliographic Information

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