The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989). Other related terms include 'Artificial Reality' (Myron Krueger, 1970s), 'Cyberspace' (William Gibson, 1984), and, more recently, 'Virtual Worlds' and 'Virtual Environments' (1990s). >
Today, 'Virtual Reality' is used in a variety of ways and often in a confusing and misleading manner. Originally, the term referred to 'Immersive Virtual Reality.' In immersive VR, the user becomes fully immersed in an artificial, three-dimensional world that is completely generated by a computer.
A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Some, but not all, virtual worlds allow for multiple users.
Although the computers are becoming faster and faster everyday still there is some limitation for the 3D artist to create the virtual world.Let me explain this thing in my language!
Say,We have to create a virtual world of a city 'New-York' . The first thing we will need is a reference picture ,from this reference picture we will make the models of buildings and then paint or texture map those building to look like the real.Then we will add some tree and other natural things if they are present in our scene and we have enough time and money to do so.Then we will model humans and vehical to place them on a road,,,so on and on untill the modeller is not satisfied with the world he is generating. And in this way the world is complete
But creating a virtual world like the one i have explain is less than half story of this topic.can i ask you one question,
Engine is On
A game engine is the core software component of a computer or video game or other interactive application with real-time graphics. It provides the underlying technologies, simplifies development, and often enables the game to run on multiple platforms . The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection, sound, scripting, animation, artificial intelligence, networking, and a scene graph.
Most often, 3D engines or the rendering systems in game engines are built upon a graphics API such as Direct3D or OpenGL which provides a software abstraction of the GPU or video card. Low-level libraries such as DirectX, SDL, and OpenAL are also commonly used in games as they provide hardware-independent access to other computer hardware such as input devices (mouse, keyboard, and joystick), network cards, and sound cards. Before hardware-accelerated 3D graphics, software renderers had been used.
coming back to our main problem at "new york" ,how these things are going to help..just wait few more lines and all question solved..A physics engine is a computer program that simulates Newtonian physics models, using variables such as mass, velocity, friction and wind resistance. It can simulate and predict effects under different conditions that would approximate what happens in real life or in a fantasy world
There are generally two types of physics engines, real-time and high precision. High precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. In video games, or other forms of interactive computing, the physics engine will have to simplify its calculations and lower their accuracy so that they can be performed in time for the game to respond at an appropriate rate for gameplay. This is referred to as real-time physics. Computer games (especially racing games) use physics engines to ensure realism. That's we need by using the physical engine our world will become real,not as exactly as the world we are living in,but the world which is useful if you are not only playing the games whole day
After playing too much games and experimenting lot with bullet (bullet is open source game engine,and well known to blender user) i return to home where i found i am a M.S. pharmacoinformatics student ,who made enough effort to learn chemistry (my favorite subject),physics and mathematics then enter in graduation and became Pharmaciest
I am living in research world at NIPER,niper is #1 institute in india for pharmaceutical research .
I am surrounded by people of physical pharmacy,analytical chemistry,medicinal chemistry ,pharmacology and biotechnology.
where every day my friends ask,is it possible to simulate solubility,dissolution,osmosis,ionisation ,cellular transport like active and passive ?similar kind of questions and as far as i know there are not much thing available for this.Because There is no engine which will simulate chemistry.At molecular level we have MD but it can't be used for this purpose.At mesoscopic scale not much thing are available for phamaceutical purpose.And the reason is same "we need a Chemengine".
In the area of fluid simulation "Lattice Boltzmann Method" (LBM) is getting popular in some aspect.Nils Thürey has written a fluid simulator for blender using LBM.Which could be extende for the purpose i am talking.