The geometry of automotive interiors consists almost exclusively of curved surfaces. The virtual prototype, however, has to present the geometry via computer graphics primitives like points, lines, or polygons. Curved surfaces have to be approximated by polygon meshes using tessellation algorithms. Tessellation and decimation of individual patches create gaps or overlaps between these patches. The modeling of elements with complex details like instruments, radio, or air-outlets requires large numbers of polygons.
Texture maps are an excellent tool to reduce geometric complexity.
Computer renderings or photographs of these elements are converted into bitmaps and a cut-out of the image is pasted precisely at the correct location within the virtual prototype. The buck consists of seat, steering wheel, foot pedals, and stick shift. The virtual interior is presented via a stereoscopic display device. A precise calibration of the virtual display with the physical elements of the seating buck is instrumental for the usefulness of the virtual prototype. When the user grabs the virtual steering wheel with the data glove controlled virtual hand, he or she must feel the physical steering wheel at the very same location.