Overview
Syllabus
Course mechanics.
Goals and VR definitions.
Historical perspective.
Birds-eye view (general).
Birds-eye view (general), contd.
Birds-eye view (hardware).
Birds-eye view (software).
Birds-eye view (sensation and perception).
Geometric modeling.
Transforming models.
Matrix algebra and 2D rotations.
3D rotations and yaw, pitch, and roll.
3D rotations and yaw, pitch, and roll, contd.
Axis-angle representations.
Quaternions.
Converting and multiplying rotations.
Converting and multiplying rotations, contd.
Homogeneous transforms.
The chain of viewing transforms.
Eye transforms.
Eye transforms, contd.
Canonical view transform.
Viewport transform.
Viewport transform, contd.
Three interpretations of light.
Refraction.
Simple lenses.
Diopters.
Imaging properties of lenses.
Lens aberrations.
Optical system of eyes.
Photoreceptors.
Sufficient resolution for VR.
Light intensity.
Eye movements.
Eye movements, contd.
Eye movement issues for VR.
Neuroscience of vision.
Depth perception.
Depth perception, contd.
Motion perception.
Frame rates and displays.
Frame rates and displays contd.
Overview.
Orientation tracking.
Tilt drift correction.
Yaw drift correction.
Tracking with a camera.
Perspective n-point problem.
Filtering.
Lighthouse approach.
Visual Rendering-Overview.
Visual Rendering-overview, contd.
Shading models.
Rasterization.
Pixel shading.
VR-specific problems.
Distortion shading.
Post-rendering image warp.
Physics and physiology.
Auditory perception.
Auditory localization.
Rendering.
Spatialization and display.
Combining other senses.
Interfaces -overview.
Locomotion.
Manipulation.
System control.
Social interaction.
Evaluation of VR Systems.
Taught by
nptelhrd