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Course Info
Syllabus
Part
I: Introduction to
Virtual Reality
1. Look Real, Sound Real, Feel Real, Move Realistically
2. 3D Sound Technology
3. Space Tracker, Motion Tracker: Mechanical, Optical,
Ultrasound, Megnetic
4. Head Mounted Display (HMD), Retina
Display
5. Force Feedback Devices
Part
II: Graphics and
Simulation
1. Modeling (prototyping, build large models, physically based
modeling, motion
dynamics)
2. Global illumination algorithms (radiosity,
volume rendering, scientific visualization)
3. Texture mapping and advanced animation
4. Graphics packages: OpenGL ,
DirectX
Part
III; Hardware and
accelerators
High performance graphics architectures
(Pixel-Planes, Pixel Machine, SGI reality engine, PC Graphics (nVidia, ATI), Accelerator Chips
& Cards)
Part
IV: Virtual reality
paper survey and term project
Text Book
Understanding Virtual Reality: Interface,
Application, and Design (The
Morgan Kaufmann Series in Computer Graphics), William Sherman, Alan Craig
References
1.
Handouts:
including course notes and reference papers
2. Roy S. Kalawsky, The
Science of Virtual Reality and Virtual Environments, Addison-Wesley.
3. Foley, van Dam, Feiner,
Hughes, Computer Graphics:
principles and practice, second edition, Addison Wesley.
4. John Vince, Virtual Reality Systems, John Vince, Addison-Wesley.
5. Selected papers from proceedings of ACM SIGGRAPH and Trans. on
Graphics and
Visualization.
6. Selected papers from IEEE Computer
Graphics &
Applications (CG&A).
7. Presence:
Teleoperators
and
virtual environment
(Journal
from MIT press)
8. Essential
Virtual Reality Fast: How to Understand the Techniques and Potential of
Virtual
Reality, by John Vince, Publisher: Springer Verlag;
ISBN: 1852330120 (1999-2003).
1. Homeworks (1/3)
2. Midterm Exam (1/3)
3. Final Project (1/3)