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University of Illinois at Urbana-Champaign

Virtual Reality

University of Illinois at Urbana-Champaign via YouTube

Overview

This course on Virtual Reality aims to provide a comprehensive understanding of VR mechanics, historical perspectives, geometric modeling, matrix algebra, 3D rotations, quaternion mathematics, and homogeneous transforms. Students will learn about eye transforms, light interpretations, optics, neuroscience of vision, motion perception, rendering techniques, auditory perception, spatialization, and system interfaces. The teaching method includes theoretical explanations, mathematical concepts, and practical applications. This course is designed for individuals interested in gaining expertise in VR technology, including developers, designers, engineers, and researchers.

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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