1 / 16

Introduction to Virtual Reality Systems

Learn the basics of virtual reality systems, including computer-generated environments, immersive environments, and augmented reality. Develop your own virtual environments and interfaces through hands-on projects. Mandatory attendance. Prerequisites: proficient in programming (C/C++), familiarity with Microsoft Visual Studio, general technical background. Open to those seeking a challenge.

jhalsey
Download Presentation

Introduction to Virtual Reality Systems

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Virtual Reality Systems CPSC 411/611Course IntroductionAugust 22, 2012

  2. Welcome! • My name is Dr. Sab Babu • A bit about myself • http://people.clemson.edu/~sbabu • Background • Interests

  3. The Name game • Pair up with someone you haven’t met before. • Find: • Name • Class Standing • Where were you before you came to CU? • Something interesting about them • Take 5 mins, and you will take turns to introduce them in class

  4. Course Run-icity • Ask questions, participation is required!!! • Cheating will not be tolerated. You cheat == no longer in class. • Attendance is mandatory • Very APPLIED (lots of projects). You will work hard. • Go over course syllabus in a minute

  5. What’s this course about? • What is a Virtual Environment? • Computer generated environments • Virtual Reality • Augmented Reality • Immersive Environments • Mixed Reality • Learn what goes into VEs • Learn to make VEs • Building your own VE • What are the research areas in VEs?

  6. What will we get to do? • Explore a new area of computer science research • Q: How old is VR and who is the ‘father’ of VR? • A: 1965, Ivan Sutherland (The Ultimate Display, first reading) • What is unique about the picture? • What does having the head device get you? • Build your own environments • Build your own interfaces • Develop a significant group final project • Do things that have never been done before!

  7. Course Outline • Build Basic VR walkthrough • Build Basic AR • Background and history of VR • Software • Hardware • Design • Interaction (Wiiii!) • Research Issues

  8. OpenSceneGraph • Open Source Library with a Scene Graph • Rendering, Animation, Object hierarchy • Creating a Joystick enabled virtual walkthrough

  9. AR ToolKit/osgART • Open Source library • University of Washington HITLAB • You will building a AR environments with ARToolKit

  10. Pre-Requisites • Proficient in programming (C/C++) • Programming must not be an obstacle • Must be familiar with Microsoft Visual Studio 2008/2010 • General technical background • Algorithms and Data Structures • Familiar with computer graphics is a plus. However, you can still take this course without a lot of graphics knowledge.

  11. Pre-Requisites • Please drop on by if you have any questions/concerns • You will have to invest in some tools of the trade • Joysticks/gamepad • Earphones, microphone, etc. • No Slackers allowed… • those in search of an easy ‘A’ drop now! • those in search of a rewarding challenge stick around!

  12. Why should I take this course? • An excuse to build that VR program/game/3D project you always wanted • A Computer Science course that involves a variety of skills (other than coding!) • Art • Psychology • Sound • Creativity • To play with fun toys • To show off your projects! • End of the semester final projects (potential advisors!)

  13. Syllabus • http://people.clemson.edu/~sbabu/VEcourse2011.html

  14. Discussion Topic • Let’s design the ultimate VR system. • What are the issues to consider? • Which senses do we want to provide sensory input to? • How would you engineer this? • How much would it cost? • What is possible today, what needs to be invented? • What is the best virtual reality experience available today?

  15. Readings • Chapter 1 – Introduction • "The Ultimate Display," Sutherland, I.E., Proceedings of IFIPS Congress 1965, New York, New York, May 1965, Vol. 2, pp. 506-508. • "A Head-Mounted Three-Dimensional Display," Sutherland, I.E., AFIPS Conference Proceedings, Vol. 33, Part I, 1968, pp. 757-764. • http://www.artmuseum.net/w2vr/timeline/Sutherland.html#SutherlandText

  16. Background Survey: • Name: • Class standing: • What aspect of project development are you most interested in? (System development, 3D modeling, 3D UI development) • What are your strengths? (Familiarity with open source graphics/VE frameworks, modeling tools, etc.) • What would you like to learn? (Opportunity to learn modeling, system programming, UI design etc…) • Briefly describe any current VR project your are working on? • Or, Why you are interested in VR?

More Related