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Generic 3D Ball Animation Model for Networked Interactive VR Environments

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Book cover Virtual Worlds (VW 2000)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1834))

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Abstract

This paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive Virtual Reality (VR) environments. The generic model is particularly useful for animation of ball-like objects such as tennis balls and footballs in networked collaborative environments where low frame rates, network delays and information losses complicate collision detection of fast moving objects. The ball animation model includes a multi-level physical modeling as well as collision detection and treatment. Finally, the parameterization of typical applications is discussed.

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References

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© 2000 Springer-Verlag Berlin Heidelberg

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Noser, H., Stern, C., Stucki, P., Thalmann, D. (2000). Generic 3D Ball Animation Model for Networked Interactive VR Environments. In: Heudin, JC. (eds) Virtual Worlds. VW 2000. Lecture Notes in Computer Science(), vol 1834. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45016-5_8

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  • DOI: https://doi.org/10.1007/3-540-45016-5_8

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-67707-9

  • Online ISBN: 978-3-540-45016-0

  • eBook Packages: Springer Book Archive

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