This paper introduces a new approach to virtual environment navigation using 360-degree cylindrical panoramic images. Unlike traditional 3D computer graphics, which require laborious modeling and expensive specialized hardware, the image-based approach uses real-time image processing to simulate camera panning and zooming. The panoramic images can be created through computer rendering, specialized panoramic cameras, or by stitching overlapping photographs. Users can navigate by "hopping" between different panoramic points. The system, known as QuickTime VR, is a commercial product built on Apple's QuickTime framework, offering interactive viewing, object rotation, and fit-testing through orientation-independent hot spots. The paper discusses the architecture, file format, authoring process, and interactive players of the VR system, highlighting its advantages in terms of speed, compatibility, and flexibility. It also explores related work, image-based rendering techniques, and potential applications in virtual travel, real estate, architecture, and interactive TV. The author concludes by addressing limitations and future directions, emphasizing the potential for seamless integration of real and virtual scenes.This paper introduces a new approach to virtual environment navigation using 360-degree cylindrical panoramic images. Unlike traditional 3D computer graphics, which require laborious modeling and expensive specialized hardware, the image-based approach uses real-time image processing to simulate camera panning and zooming. The panoramic images can be created through computer rendering, specialized panoramic cameras, or by stitching overlapping photographs. Users can navigate by "hopping" between different panoramic points. The system, known as QuickTime VR, is a commercial product built on Apple's QuickTime framework, offering interactive viewing, object rotation, and fit-testing through orientation-independent hot spots. The paper discusses the architecture, file format, authoring process, and interactive players of the VR system, highlighting its advantages in terms of speed, compatibility, and flexibility. It also explores related work, image-based rendering techniques, and potential applications in virtual travel, real estate, architecture, and interactive TV. The author concludes by addressing limitations and future directions, emphasizing the potential for seamless integration of real and virtual scenes.