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Fundamentals of Augmented and Virtual Reality

Course Code:

UEXXCS315

Course Credits:

4

Program:

Details:

Undergraduate

Semester 5 (Elective 1)

About the Course:

This course presents an introduction to virtual and augmented reality technologies, with an emphasis on designing and developing interactive virtual and augmented reality experiences using blender and Unity3D.

Course Objectives:

  • Impart fundamentals of graphical display pipeline system and programming using openGL

  • Introduce the use of geometric transformations on graphics objects and their application in composite form and its implementation.

  • Introduce Augmented and virtual reality concepts, models and techniques.

  • Building a basic application using blender and unity 3D and deploying.

Course Outcomes:

At the end of this course, the student will be able to:

  • Demonstrate the fundamentals of graphical display pipeline system and programming using openGL.

  • Use OpenGL for complex 3D graphical visualization and demonstrate its applications.

  • Apply techniques and methods of augmenting virtual objects in real space.

  • Apply techniques and tools to design an immersive virtual reality experience.

  • Use Unity3D to develop complex graphical applications including 3D interactive games.

  • Apply graphics in greater depth to more complex courses like Image Processing, Virtual and Augmented Reality, etc...

Course Content:

Unit 1:

Graphical System and Programming - 12 Hours

The Programmer’s Interface, Graphics Architectures, Programmable Pipelines. Graphics Programming: Programming Two Dimensional Applications. The OpenGL: The OpenGL API, Primitives and Attributes, Colour, Viewing, Control Functions, Polygons, Viewing, Control Functions, the gasket Program, Polygon and Recursion, The Three-dimensional gasket, adding interaction, adding menus.

Unit 2:

Geometric Objects and Transformations - 12 Hours

Scalars, Points and Vectors, Three-Dimensional Primitives, Coordinate Systems and Frames, Modelling a Coloured Cube, Overview of 2D Transformations: Rotation, Translation and Scaling, Affine transformations, Transformation in Homogeneous Coordinates, Concatenation of Transformations, OpenGL Transformation Matrices, Interfaces to Three Dimensional Applications, Quaternion’s.

Unit 3:

Introductiont to Augmented Reality - 12 Hours

Introduction to Augmented Reality: Definition and Scope, A Brief History, Examples, Requirements and Characteristics: Methods of Augmentation, Spatial Display Models, Visual Display, Stationary Tracking Systems, Mobile Sensors. Computer Vision and Augmented Reality; marker tracking, Multiple-Camera Infrared Tracking, Natural Feature Tracking by Detection, Incremental Tracking, Simultaneous Localization and Mapping, Outdoor Tracking, Interaction: Output and input modalities, Haptic interaction and Multimodal interaction.

Unit 4:

Introduction to Virtual Reality - 10 Hours

Introduction: What is Virtual Reality, Modern VR Experience. Bird’s Eye View: hardware, Software. Physiology of human vision: Eye movement and its implications or VR. Tracking: 2D and 3D orientation, Tracking Position and Orientation, Tracking Attached bodies, 3D Scanning of environments. Interaction: Locomotion, Manipulation, Social Interaction, Additional Interaction Mechanisms. Audio: Physiology of human hearing, Auditory Perception.

Unit 5:

Visually Realistic 3D Graphics using Blender and Unity3D - 10 Hours

introduction and Installation, using 3D View, controlling lamps, lights, Animating Objects, Modelling with vertices, edges and faces, building a simple boat, modelling organic forms like sea, and terrain, working with camera, Rendering and Compositing Introduction to Unity, Game Objects, Models, Materials and Textures, Terrains, Environments, Lights and Camera, Game1: Amazing Racer, Scripting I, Scripting II, Collision

Textbooks:

  1. Steven M. LaValle. Virtual Reality. Cambridge University Press, 2017, http://vr.cs.uiuc.edu/ (Links to an external site.) (Available online for free)

  2. D. Schmalstieg and T. Höllerer. Augmented Reality: Principles and Practice. Addison-Wesley, Boston, 2016, ISBN-13 978-0-32-188357-5

Refrence Books:

Books OpenGL

1: “Interactive Computer Graphics - A top-down approach with shader-based OpenGL”, Edward Angel and Dave Shreiner, Pearson Education, Seventh edition, 2015.

  1. “OpenGL Programming Guide”: Mason Woo, Jackie Neider, Tom Davis, Dave Shrenier: 3rd Edition, openGl version, Addision Wesley, 1999.

Blender and Unity3D

  1. Blender 3D Basic, Gordon Fisher, PACKT Publishing, 2nd Edition

4: Unity Game Development in 24 Hours ,Geig, Mike. Sams Teach Yourself . Pearson Education, 2014

Tools & Languages:

C/ C++ Python using OpenGL


Note: For working with recent versions the course material for UNIT 5 can be substituted with appropriate web content.

Desirable Knowledge : UE19CS202- Data Structures and its Applications.

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