Alan Murta

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An experimental method for modelling and rendering liquids in motion is presented. A particle system is used to model dynamic liquid behaviour, while implicit surfaces serve as a wrapper to support realistic rendering methods. Aspects of particle-environment interaction and the use of dynamically sized particle primitives are discussed. Techniques used in(More)
This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete 'VR operating system'. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism which supports an object-oriented(More)
In this paper we describe a number of issues which are central to the design of a software architecture for a distributed, generic, virtual reality system. These include support for diverse and demanding applications, the management of time to provide high-quality interaction with tightly controlled closed-loop feedback, and the need for continuity of the(More)
This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete VR operating system. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism that supports an object-oriented(More)
This paper describes some experiences with the use of the MAVERIK system for supporting undergraduate and postgraduate teaching and research. MAVERIK is a high-level system for creating and managing interactive virtual environments. It is available free under the GNU General Public Licence. MAVERIK is modular and extensible, and its use of Mesa, the free(More)
We inhabit an environment in which the vertical axis is of special significance. It is the line along which the local force of gravity is exerted, and which extends perpendicularly from the surface about which we navigate. It also indicates the general direction of natural scene illumination, and is the axis to which we self-orient for most day-today(More)
Physically based simulation has been used to a limited degree in virtual reality (VR) because of the performance demands imposed by the real-time requirement. Simulating complex physical models in VR is attractive as it adds a richness of detail to virtual environments which is valuable in a number of application areas. In order to successfully use physical(More)
The occam programming model allows the speciication of an arbitrary number of parallel processes, which mutually interact via message passing on synchronous communication channels. Whereas collections of oc-cam processes can be readily mapped onto single transputers, connective limitations can become a problem when the processes are distributed over a(More)