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Item Developing and Publishing High-Quality Electronic Documents on CD-ROM(Eurographics Association, 1997) Cunningham, SteveElectronic publishing is the enterprise of producing content in electronic form that can be delivered by electronic media. These notes explore the opportunities and challenges in this kind of publishing and help the reader evaluate the different kinds of approaches that may be taken in this area. The fundamental questions for electronic publication production are the formats for content components, the tools for producing content in these formats, the authoring tools for integrating these components and for presenting the material to the audience, and the media used for delivering the The common theme that runs through all this integrated content to the audience. material is that the editorial content and the needs of the reader must come first, and the publisher must choose the publication process that fits the needs of the content and reader. Thus we will find that the publisher may sometimes publish on paper, sometimes on the Web, sometimes on CD-ROM, and sometimes on a blend of two or more of these,. The publisher may sometimes publish with one authoring system and sometimes with another. The key is to know the content and the audience well enough to provide the best way of reaching any particular audience with any particular content. Electronic publications are quite new and many people are uncomfortable with the notion of publishing in this way. However, electronic publications have become much more capable in the last year or two and are now at a point where they can begin to displace or complement paper publications for many areas. Technical publication is probably the area that offers the greatest promise for this change. Persons within the technical community are among the most likely to have access to the tools needed to read and use electronic publications, and are among those most likely to be comfortable with this new way of thinking about Like any other area of publishing, electronic communication. publishing must be built on a solid editorial base. This base ensures consistent content quality and focus, and is key to creating value for the audience. However, content that is published in each medium (print, sound, video, film, etc.) tends to have its own editorial nature, while electronic publishing can contain and integrate all these media, so the editorial task for electronic publications is probably more challenging than for each individual medium.Item Introduction to VRML 97(Eurographics Association, 1997) Nadeau, DavidVRML (the Virtual Reality Modeling Language) has emerged as the de facto standard for describing 3-D shapes and scenery on the World Wide Web. VRML’s technology has very broad applicability, including web-based entertainment, distributed visualization, 3-D user interfaces to remote web resources, 3-D collaborative environments, interactive simulations for education, virtual museums, virtual retail spaces, and more. VRML is a key technology shaping the future of the web. Participants in this tutorial will learn how to use VRML 97 (a.k.a. ISO VRML, VRML 2.0, and Moving Worlds) to author their own 3-D virtual worlds on the World Wide Web. Participants will learn VRML concepts and terminology, and be introduced to VRML’s text format syntax. Participants also will learn tips and techniques for increasing performance and realism. The tutorial includes numerous VRML examples and information on where to find out more about VRML features and use.Item Item Item Simplification and Compression of 3D Scenes(Eurographics Association, 1997) Rossignac, JarekThe geometric complexity of 3D models used in scientific, industrial, medical, or military applications significantly exceeds the complexity of what can be rapidly downloaded over the internet and of what can be displayed at interactive rates on personal workstations. This situation is not likely to change, because the need for higher levels of accuracy in the 3D models and the complexity of the industrial and scientific 3D data sets increase at a much faster rate than network bandwidth, CPU speed, and graphics hardware performance. The solution requires intelligent techniques that compress the 3D scenes for fast transmission over the network or phone line and that use auxiliary datastructures and adaptive resolution techniques to avoid processing and displaying each geometric detail at each frame. This tutorial discusses 3D representation schemes for polyhedra, presents recent advances in 3D compression, reviews various graphics acceleration schemes, and teaches specific techniques for constructing and exploiting multi-resolution (LOD) models.Item Simplification, LOD and MultiresolutionPrinciples and Applications(Eurographics Association, 1997) Puppo, Enrico; Scopigno, RobertoThese tutorial notes provide an introduction, review, and discussion of the state-of-the-art on simplification methods, Level Of Detail, and multiresolution models for surface meshes, and of their applications. The problem of approximating a surface with a triangular mesh is formally introduced, and major simplification techniques are classified, reviewed, and compared. A general framework is introduced next, which encompasses all multiresolution surface models based on decomposition, and major multiresolution meshes are classified, reviewed, and compared in the context of such a framework. Applications of simplification methods, LOD, and multiresolution to computer graphics, virtual reality, geographical information systems, flight simulation, and volume visualization are also reviewed.Item Virtual Spaces - VR Projection System Technologies and Applications(Eurographics Association, 1997) Dai, P.; Eckel, G.; Göbel, M.; Hasenbrink, F.; Lalioti, V.; Lechner, U.; Strassner, J.; Tramberend, H.; Wesche, G.The motivation for providing multi-sensorial interfaces for human-machine interaction is rooted in the nature of human perception and cognition, which use several sensory channels at the time to construct what is generally referred to as reality. Naturally, the more sensory channels can be stimulated coherently in a human-machine interface, the richer the interaction models can be. The more of our innate and culturally acquired perceptual and cognitive skills can be exploited in an interface, the more refined and efficient the interaction may be. This is especially valid for interfaces which mimic to a large extent certain aspects of our everyday physical environment to create what we call virtual environments or virtual reality.