Quicktime VR


2. Introducing techniques:

2.1. Modelling and Rendering:

For each sorrounding or object there are 6 degrees of freedom, like the sides of a cube to move it through a three dimensional space. Modelling and Rendering is supported by special software products making it possible to create scenes from self-made objects and spaces. Three main problems remain:

2.2. Branching Movies:
2.3. Objectives:
2.4. Summary:

For the implementation of a virtual reality framework, the developers of Quicktime VR decided to design the system as open as possible. Support for Rendering and Modelling is necessary for implementing not yet existing objects and scenes. Branching Movies have the capability to fulfill real-time constraints and complexity of existing environments. Non-existing objects can also be constructed mixing both techniques by building a model of the objects and scenes and making photographies or films afterwards. Another design aspect was to implement an real-time image processing engine, flexible enough to consider different speed on hardware level. So the following mixture built the base for implementation of Quicktime VR:

1. Abstractation of the topic

3. Techical Details

4. How's Quicktime implemented

5. Future Directions


Back to Overview