Difference between revisions of "User:Tohline/Appendix/Ramblings/RiemannMeetsOculus"

From VistrailsWiki
Jump to navigation Jump to search
(Created page with '<!-- __FORCETOC__ will force the creation of a Table of Contents --> <!-- __NOTOC__ will force TOC off --> =Success Importing Animated Scene into Oculus Rift S= {{LSU_HBook_head…')
 
Line 1: Line 1:
<!-- __FORCETOC__ will force the creation of a Table of Contents -->
<!-- __FORCETOC__ will force the creation of a Table of Contents -->
<!-- __NOTOC__ will force TOC off -->
<!-- __NOTOC__ will force TOC off -->
=Success Importing Animated Scene into Oculus Rift S=
=Rebuild Riemann Type S Ellipsoid Inside Oculus Rift S Environment=


{{LSU_HBook_header}}
{{LSU_HBook_header}}
Line 8: Line 8:


In an [[User:Tohline/Appendix/Ramblings/VirtualReality#Virtual_Reality_and_3D_Printing|accompanying discussion]], we have illustrated how an animated, interactive 3D scene can be largely defined via the xml-formatted language named [https://www.khronos.org/collada/ COLLADA].  After about six months of work, I decided that this development had progressed to the point where we should start seriously exploring what hardware should be acquired in order to allow us to fully view and interact with these COLLADA-based scenes.  Here we explain what steps were followed as we attempted to figure out how to import such 3D scenes into the VR/AR environment offered by the Oculus Rift S.
In an [[User:Tohline/Appendix/Ramblings/VirtualReality#Virtual_Reality_and_3D_Printing|accompanying discussion]], we have illustrated how an animated, interactive 3D scene can be largely defined via the xml-formatted language named [https://www.khronos.org/collada/ COLLADA].  After about six months of work, I decided that this development had progressed to the point where we should start seriously exploring what hardware should be acquired in order to allow us to fully view and interact with these COLLADA-based scenes.  Here we explain what steps were followed as we attempted to figure out how to import such 3D scenes into the VR/AR environment offered by the Oculus Rift S.
=See Also=
* Tohline, J. E., (2008) Computing in Science &amp; Engineering, vol. 10, no. 4, pp. 84-85 &#8212; ''Where is My Digital Holographic Display?'' [ [http://www.phys.lsu.edu/~tohline/CiSE/CiSE2008.Vol10No4.pdf PDF] ]
{{LSU_HBook_footer}}

Revision as of 17:24, 28 April 2020

Rebuild Riemann Type S Ellipsoid Inside Oculus Rift S Environment

Whitworth's (1981) Isothermal Free-Energy Surface
|   Tiled Menu   |   Tables of Content   |  Banner Video   |  Tohline Home Page   |

Preamble

In an accompanying discussion, we have illustrated how an animated, interactive 3D scene can be largely defined via the xml-formatted language named COLLADA. After about six months of work, I decided that this development had progressed to the point where we should start seriously exploring what hardware should be acquired in order to allow us to fully view and interact with these COLLADA-based scenes. Here we explain what steps were followed as we attempted to figure out how to import such 3D scenes into the VR/AR environment offered by the Oculus Rift S.

See Also

  • Tohline, J. E., (2008) Computing in Science & Engineering, vol. 10, no. 4, pp. 84-85 — Where is My Digital Holographic Display? [ PDF ]


Whitworth's (1981) Isothermal Free-Energy Surface

© 2014 - 2021 by Joel E. Tohline
|   H_Book Home   |   YouTube   |
Appendices: | Equations | Variables | References | Ramblings | Images | myphys.lsu | ADS |
Recommended citation:   Tohline, Joel E. (2021), The Structure, Stability, & Dynamics of Self-Gravitating Fluids, a (MediaWiki-based) Vistrails.org publication, https://www.vistrails.org/index.php/User:Tohline/citation