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Goals and VR definitions
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Virtual Reality
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- 1 Course mechanics
- 2 Goals and VR definitions
- 3 Historical perspective
- 4 Birds-eye view (general)
- 5 Birds-eye view (general), contd
- 6 Birds-eye view (hardware)
- 7 Birds-eye view (software)
- 8 Birds-eye view (sensation and perception)
- 9 Geometric modeling
- 10 Transforming models
- 11 Matrix algebra and 2D rotations
- 12 3D rotations and yaw, pitch, and roll
- 13 3D rotations and yaw, pitch, and roll, contd
- 14 Axis-angle representations
- 15 Quaternions
- 16 Converting and multiplying rotations
- 17 Converting and multiplying rotations, contd
- 18 Homogeneous transforms
- 19 The chain of viewing transforms
- 20 Eye transforms
- 21 Eye transforms, contd
- 22 Canonical view transform
- 23 Viewport transform
- 24 Viewport transform, contd
- 25 Three interpretations of light
- 26 Refraction
- 27 Simple lenses
- 28 Diopters
- 29 Imaging properties of lenses
- 30 Lens aberrations
- 31 Optical system of eyes
- 32 Photoreceptors
- 33 Sufficient resolution for VR
- 34 Light intensity
- 35 Eye movements
- 36 Eye movements, contd
- 37 Eye movement issues for VR
- 38 Neuroscience of vision
- 39 Depth perception
- 40 Depth perception, contd
- 41 Motion perception
- 42 Frame rates and displays
- 43 Frame rates and displays contd
- 44 Overview
- 45 Orientation tracking
- 46 Tilt drift correction
- 47 Yaw drift correction
- 48 Tracking with a camera
- 49 Perspective n-point problem
- 50 Filtering
- 51 Lighthouse approach
- 52 Visual Rendering-Overview
- 53 Visual Rendering-overview, contd
- 54 Shading models
- 55 Rasterization
- 56 Pixel shading
- 57 VR-specific problems
- 58 Distortion shading
- 59 Post-rendering image warp
- 60 Physics and physiology
- 61 Auditory perception
- 62 Auditory localization
- 63 Rendering
- 64 Spatialization and display
- 65 Combining other senses
- 66 Interfaces -overview
- 67 Locomotion
- 68 Manipulation
- 69 System control
- 70 Social interaction
- 71 Evaluation of VR Systems