Virtual Reality

Virtual Reality

nptelhrd via YouTube Direct link

Sufficient resolution for VR

33 of 71

33 of 71

Sufficient resolution for VR

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Classroom Contents

Virtual Reality

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

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