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University of Illinois at Urbana-Champaign

Virtual Reality

University of Illinois at Urbana-Champaign via YouTube

Overview

Explore the fundamentals of virtual reality in this comprehensive 21-hour course. Delve into the historical perspective, hardware components, and software elements that make up VR systems. Learn about geometric modeling, transformations, and matrix algebra essential for creating 3D environments. Study the intricacies of light, optics, and human visual perception to understand how VR affects our senses. Examine tracking technologies, rendering techniques, and audio spatialization for immersive experiences. Investigate interface design, locomotion methods, and social interaction in virtual spaces. Gain practical knowledge on evaluating VR systems and addressing VR-specific challenges. By the end of the course, acquire a solid foundation in VR technology and its applications across various fields.

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

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