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研究生:范揚錚
研究生(外文):Yang-Chen Fan
論文名稱:虛擬實境CAVE軟體的模組化開發方式
論文名稱(外文):A modular development of virtual reality CAVE software
指導教授:劉育東劉育東引用關係
指導教授(外文):Yu-Tung Liu
學位類別:碩士
校院名稱:國立交通大學
系所名稱:建築研究所
學門:建築及都市規劃學門
學類:建築學類
論文種類:學術論文
論文出版年:2002
畢業學年度:90
語文別:中文
論文頁數:29
中文關鍵詞:虛擬實境CAVE同步顯示模組化開發
外文關鍵詞:virtual-realityCAVEdisplay-synchronizationmodular development
相關次數:
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傳統的虛擬實境CAVE軟體開發方式,是以C或C++程式語言撰寫主結構,再以OpenGL或是DirectX為顯示函式庫,加上CAVELib等函式庫而成,開發者須具備程式設計背景並精通3D電腦繪圖的原理,才有能力開發及維護CAVE軟體,而此種開發方式對於非程式設計背景的建築設計者,則有相當的難度。
近年來由於網際網路以及多媒體的風行,使得各類相關應用軟體大量出現,傳統的撰寫程式語言的開發速度已經不符需求,於是便出現了整合式的開發套件,這些多媒體開發套件具有對多媒體檔案的廣泛支援,以及友善的圖形化整合環境,讓開發者可以不必撰寫程式語言來製作多媒體應用軟體,這些套件也進一步提供專屬的程式語言,讓進階的開發者擴充其功能。
本研究從建築設計的應用領域出發,利用設計者較熟悉的圖形化介面3D內容開發軟體,做出虛擬實境CAVE所需的同步顯示功能,並將之模組化,讓不具撰寫程式經驗的設計者能直接運用,如此便能讓設計者專注於內容的創作,而不會受制於技術上的門檻。
The conventional way of making virtual-reality CAVE display software is to build a main structure using C or C++ codes and to apply some function libraries (OpenGL, CAVELib, etc.) to control the display system of CAVE. Developers who want to make it up must have studied in computer science and are great at computer graphics programming. Because of the high threshold of developing CAVE software, it is difficult for architecture designers to do so.
In recent years, due to the growth of the complexity and quantity of multimedia file formats, 3D multimedia applications become more time-consuming for conventional development with C/C++ programming. In order to make them easier and faster for developers to build, several multimedia development tool kits were produced. These tool kits not only have completely support for various multimedia file formats, but also have friendly user interfaces. With these tool kits, developing multimedia applications is much like composing a movie. Developers can build an application without writing any code. Moreover, these tool kits also provide their own scripting languages for advanced uses.
The purpose of this research is to lower the threshold of developing CAVE applications for architectural designers. By using a multimedia development tool kit called Director, this research built a modular function, which provides the core functions of CAVE such as display-synchronization, real-time walk through and section making. This modular function helps designers to focus on the creation of contents instead of technical problems.
第一章 概論 Introduction
第二章 媒材回顧 Media Review
2.1 虛擬實境的定義 2
2.2 虛擬實境中的立體視覺原理 2
2.3 虛擬實境的顯示系統 3
2.4 虛擬實境CAVE系統 5
2.5 具有友善操作介面的3D軟體開發套件 8
第三章 研究重點 Exploration
3.1 CAVE應用在建築上的優點及缺點 10
3.2 模組化的軟體操作流程 11
第四章 研究過程 Research Processes
4.1 CAVE的運作原理 12
4.2 套裝軟體所需的函式 13
4.3 函式組合步驟 15
4.4 軟體操作流程模組化 18
4.5 效能最佳化檢討 18
4.6 研究成果 20
第五章 對設計的可能應用與影響 Possible Applications and Impacts to Design
第六章 結論與後續建議 Conclusion and Suggestion
參考資料 References
Barfild-Furness. Virtual Environment and Advanced Interface Design, New York, 1995:Oxford University Press.
Bellman, Robert G., Stolk B., Raymond de Vries. Immersive Virtual Reality on commodity hardware. Universiteit van Amsterdam, 2000.
Bertol, D. Foell, R.A. Designing Digital Space. John Wiley & Sons, Inc. New York, 1997.
Cruz-Neira, C., Sandin, D.J., DeFanti, T.A. Surround-Screen Projection-Based Virtual Reality: The design and Implementation of the CAVE. In SIGGRAPH ’93 Conference Proceedings, pages135-142. ACM SIGGRAPH, August 1993.
Fisher, S. S. and Merritt, J. O., Editors, Stereoscopic Displays and Applications, Proc. SPIE 1256, 1990.
Gross, P., Gross, M. Director 8.5 Shockwave Studio for 3D training from the source. CA, 2002:Macromedia Press.
Lipton, L. Foundations of the Stereo-Scopic Cinema — A Study in Depth. Van Nostrand Reinhold Company. New York, 1982.
Macromedia Inc. What’s New in Director 8.5 Shockwave Studio. Macromedia Press. San Francisco, 2001.
Rheingold, H. Virtual Reality. Summit, New York, 1991.
Sutherland, I. A head-mounted three dimensional display. In Proc. FJCC 1968 , pages 757-764, Washington, DC, 1968. Thompson Books.
Zhukov, S. Iones, A. Kronin, G. On a practical use of light maps in real-time application. In Proc. of SCCG’97 Intl. Conference, Bratislava, Slovakia.
林建良,范揚錚,廖若安. Presto — A racing and action game. 2001.
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