dc.contributor.author |
Moschovitis, G |
en |
dc.contributor.author |
Karpouzis, K |
en |
dc.contributor.author |
Kollias, S |
en |
dc.date.accessioned |
2014-03-01T02:49:01Z |
|
dc.date.available |
2014-03-01T02:49:01Z |
|
dc.date.issued |
2000 |
en |
dc.identifier.uri |
https://dspace.lib.ntua.gr/xmlui/handle/123456789/34228 |
|
dc.subject |
Graphics Hardware |
en |
dc.subject |
Virtual Reality |
en |
dc.subject |
Virtual Worlds |
en |
dc.title |
Virtual worlds modeling for Web deployment |
en |
heal.type |
conferenceItem |
en |
heal.identifier.primary |
10.1109/MELCON.2000.879995 |
en |
heal.identifier.secondary |
http://dx.doi.org/10.1109/MELCON.2000.879995 |
en |
heal.publicationDate |
2000 |
en |
heal.abstract |
We propose a design architecture for the graphics engine of a virtual reality system to be deployed over the Web. The graphics engine is decomposed into high and low level components. The high level component manages the hierarchical organization of the virtual objects, while the low level component acts as the interface to the graphics hardware and is mainly responsible |
en |
heal.journalName |
MELECON - IEEE Mediterranean Electrotechnical Conference |
en |
dc.identifier.doi |
10.1109/MELCON.2000.879995 |
en |