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-rw-r--r--report/chapter3.tex4
-rw-r--r--report/headtracking.tex6
2 files changed, 5 insertions, 5 deletions
diff --git a/report/chapter3.tex b/report/chapter3.tex
index c9d5a47..18ce6d0 100644
--- a/report/chapter3.tex
+++ b/report/chapter3.tex
@@ -14,9 +14,9 @@ There are several solutions available. There are so called shutter glasses. Thes
\begin {center}
\includegraphics[width=100mm]{img/stereo_vision.png} \\
- Figure 1: The stereo vision demo application \\
+ Figure 8: The stereo vision demo application
\end {center}
A different approach is using red-blue stereo glasses. These glasses allow the left eye to see everything that is not red and the right eye to view everything that is not blue. The application then draws the scene twice, once so that it is only viewable by the right eye in blue and simultaneously a second time, in red, for the left eye. Here both frames are rendered simultaneously, so there is no refresh rate issue. The biggest disadvantage however is that the feel of true colors is lost. In both techniques cross talk can occur. For the case of stereo vision, this is explained in chapter 2.3. \\
-With the additional head tracking information, the red-blue images can be improved. If the distance between the user and the screen is getting smaller, the distance between the red and blue images will be larger. This effect is easily checked when looking at your hand and drawing it nearer to your eyes. \ No newline at end of file
+With the additional head tracking information, the red-blue images can be improved. If the distance between the user and the screen is getting smaller, the distance between the red and blue images will be larger. This effect is easily checked when looking at your hand and drawing it nearer to your eyes.
diff --git a/report/headtracking.tex b/report/headtracking.tex
index cf2280a..954f3b6 100644
--- a/report/headtracking.tex
+++ b/report/headtracking.tex
@@ -10,14 +10,14 @@ between in the pyramid between the near and far plane is visible from
the viewpoint. In the figure below you see a scheme of the frustum.
\begin {center}
\includegraphics[width=99.7mm]{img/frustumscheme.png} \\
- Figure \#\#: Frustum \\
+ Figure 5: A scheme of a frustum.
\end {center}
In the next figure you see the objects which can be viewed by the
view point. The green object can be seen totally, the yellow
partially and the red object can't be seen.
\begin {center}
\includegraphics[width=81.5mm]{img/frustumobjects.png} \\
- Figure \#\#: Frustum \\
+ Figure 6: The object which can be seen by the viewpoint.
\end {center}
If the viewpoint is moving, the frustum
will be different. We use the the glFrustum function of the OpenGL
@@ -58,5 +58,5 @@ frustum. Below you see the demo application of the head tracking
technique.
\begin {center}
\includegraphics[width=100mm]{img/HeadTrackScreenShot.png} \\
- Figure \#\#: The head track demo application \\
+ Figure 7: The head track demo application.
\end {center}