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-rw-r--r--report/headtracking.tex6
1 files changed, 3 insertions, 3 deletions
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}