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Abstract: We present a paradigm and toolkit for rapid prototyping of interactive, animated 3D graphics programs. The paradigm has its roots in declarative programming, emphasizing immutable values, first class functions, and relations, applying these concepts to a broad range of types, including points, vectors, planes, colors, transforms, geometry, and sound. The narrow role of modifiable state in this paradigm allows applications to be run in a collaborative setting (multi-user and multi-computer)... (Update)
Context of citations to this paper: More
...component of DLoVe. Such examples include button presses, menu choices and gesture recognition verifications. TBAG applications [4] generally deal with such discrete input events by retracting some existing constraints and asserting new ones. Bramble uses a similar...
...are often non trivial to the novice user. 2. 2 Interpreted Language Interfaces Other solutions, such as Alice [11] Obliq 3D [12] TBAG [13], and WorldUp [14] have made advances using scripting languages and visual interfaces to develop interactive 3D environments. Although these...
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BibTeX entry: (Update)
Conal Elliott, Greg Schechter, Ricky Yeung and Salim Abi-Ezzi [July 1994], "TBAG: a High Level Framework for Interactive, Animated 3D Graphics Applications", in Andrew Glassner, editor, Proceedings of SIGGRAPH `94 (Orlando, Florida), pages 421-434. http://citeseer.ist.psu.edu/elliott94tbag.html More
@article{ elliott94tbag,
author = "Conal Elliott and Greg Schechter and Ricky Yeung and Salim Abi-Ezzi",
title = "{TBAG}: {A} High Level Framework for Interactive, Animated {$3$D} Graphics Applications",
journal = "Computer Graphics",
volume = "28",
number = "{Annual Conference Series}",
pages = "421--434",
year = "1994",
url = "citeseer.ist.psu.edu/elliott94tbag.html" }
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