Difference between revisions of "User:Tohline/Appendix/Ramblings/RiemannMeetsOculus"
Line 9: | Line 9: | ||
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]. In the [[User:Tohline/Appendix/Ramblings/VirtualReality#Step-By-Step_Production|last major subsection of that discussion]], we have outlined the steps that can be followed to specifically generate any of a variety of Riemann Type S ellipsoids. | 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]. In the [[User:Tohline/Appendix/Ramblings/VirtualReality#Step-By-Step_Production|last major subsection of that discussion]], we have outlined the steps that can be followed to specifically generate any of a variety of Riemann Type S ellipsoids. | ||
In a separate but closely connected discussion, | In a [[User:Tohline/Appendix/Ramblings/OculusRift_S#Success_Importing_Animated_Scene_into_Oculus_Rift_S|separate but closely connected discussion]], we have demonstrated that each of our COLLADA-based models can be imported into the 3D virtual-reality environment of the Oculus Rift S. Toward the end of this separate discussion, we provide the full COLLADA code — in a plain text format — | ||
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. | 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. |
Revision as of 17:36, 28 April 2020
Rebuild Riemann Type S Ellipsoid Inside Oculus Rift S Environment
| 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. In the last major subsection of that discussion, we have outlined the steps that can be followed to specifically generate any of a variety of Riemann Type S ellipsoids.
In a separate but closely connected discussion, we have demonstrated that each of our COLLADA-based models can be imported into the 3D virtual-reality environment of the Oculus Rift S. Toward the end of this separate discussion, we provide the full COLLADA code — in a plain text format —
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 ]
© 2014 - 2021 by Joel E. Tohline |