Units 1 2 and 3 Notes
Units 1 2 and 3 Notes
Unit 1- AR & VR
The history of virtual reality (VR) can be traced back to the 1950s, when early
experiments were conducted with head-mounted displays (HMDs) and other
technologies that would eventually lead to the development of VR.
One of the earliest VR systems was the Sensorama, created by Morton Heilig in
1956. The Sensorama was a simulator that used a variety of sensory inputs,
including stereoscopic images, stereo sound, and even smells, to create a realistic
and immersive experience.
In the 1960s, Ivan Sutherland and his student Bob Sproull developed the first HMD
that was connected to a computer. This HMD, called the Sword of Damocles, was a
large and bulky device, but it was a significant step forward in the development of
VR.
In the 1970s and 1980s, there was a growing interest in VR, and a number of
companies began to develop VR products. However, VR technology was still in its
early stages, and it was not until the 1990s that VR began to gain widespread
attention.
In 1991, the first commercial VR arcade system, Virtuality, was released. Virtuality
was a success, and it helped to popularize VR among consumers. However, VR
technology was still expensive and bulky, and it did not reach mainstream adoption.
In the early 2000s, there was a decline in interest in VR, as the technology was still
not ready for widespread adoption. However, in recent years, there has been a
resurgence of interest in VR, as the technology has continued to improve.
In 2016, the Oculus Rift and HTC Vive were released, two of the first
consumer-grade VR headsets. These headsets were a significant improvement over
previous VR headsets, and they helped to spark a new wave of interest in VR.
Since then, VR technology has continued to improve, and there are now a number of
different VR headsets available on the market. VR is also being used in a variety of
different applications, including gaming, education, and healthcare.
The future of VR is bright, and it is likely that VR will continue to grow in popularity in
the years to come. As VR technology continues to improve, it will become more
affordable and accessible to consumers. This will lead to even wider adoption of VR,
and it will open up new possibilities for VR applications.
Computer graphics has come a long way since its early days, and there have been
many scientific landmarks along the way. Here are a few of the most important ones:
● 1963: Ivan Sutherland and Bob Sproull develop the first head-mounted
display (HMD) that is connected to a computer. This HMD, called the Sword of
Damocles, was a large and bulky device, but it was a significant step forward
in the development of VR.
● 1971: The first ray tracing algorithm is developed by computer scientist James
Kajiya. Ray tracing is a technique for simulating the way light interacts with
objects in a scene. It is still used today in computer graphics for creating
realistic images.
● 1974: The first 3D video game, Maze War, is created by computer scientist
Steve Colley. Maze War was a multiplayer game that allowed players to
explore a 3D maze. It was a groundbreaking game that helped to popularize
3D graphics.
en.wikipedia.org
● 1979: The first graphics processing unit (GPU) is developed by Nvidia. GPUs
are specialized chips that are designed to accelerate graphics rendering.
They have revolutionized computer graphics, making it possible to create
much more realistic and complex images.
● 1995: The first fully 3D animated feature film, Toy Story, is released. Toy Story
was a critical and commercial success, and it showed the world the potential
of 3D computer animation.
● 2007: The first iPhone is released. The iPhone had a built-in GPU, which
made it possible to create high-quality graphics on a mobile device. This led
to a revolution in mobile gaming and 3D apps.
● 2016: The Oculus Rift and HTC Vive are released, two of the first
consumer-grade VR headsets. These headsets were a significant
improvement over previous VR headsets, and they helped to spark a new
wave of interest in VR.
These are just a few of the many scientific landmarks in computer graphics. As the
technology continues to improve, we can expect to see even more amazing and
realistic images and experiences in the years to come.
There are a number of techniques that can be used to achieve real-time rendering.
One technique is to use a simplified representation of the scene, such as a
wireframe model. Another technique is to use a technique called rasterization, which
divides the scene into small triangles and then renders each triangle one at a time.
Real-time computer graphics is a rapidly evolving field, and new techniques are
being developed all the time. As the technology continues to improve, we can expect
to see even more realistic and immersive RCG applications in the future.
Here are some of the most common techniques used in real-time computer graphics:
Real-time computer graphics is a complex and challenging field, but it is also a very
rewarding one. By using the right techniques, it is possible to create realistic and
immersive images that can be used in a wide variety of applications.
● X-Plane 11: This is another popular VR flight simulator. It offers a high level of
realism, with detailed physics and weather simulation.
X-Plane 11 VR
www.pilote-virtuel.com
Prepar3D v5 VR
To get started with flight simulation in VR, you will need a VR headset, a powerful
computer, and a flight simulator software. Once you have all of the necessary
equipment, you can simply put on your headset and start flying.
If you are interested in trying flight simulation in VR, I recommend checking out one
of the simulators mentioned above. You can also find a number of other VR flight
simulators available online.
VEs are created using a variety of technologies, including 3D graphics, sound, and
haptics. The goal of a VE is to create an environment that is as realistic and
immersive as possible.
There are many different types of VEs available, each with its own unique purpose.
Some popular types of VEs include:
● Gaming VEs: These VEs are designed for entertainment. They typically
feature realistic graphics and sound, and they allow users to interact with the
environment in a variety of ways.
www.korfx.com
Gaming VEs
● Training VEs: These VEs are designed to train users on specific skills. They
often feature realistic simulations of real-world environments, and they can be
used to train users on a variety of tasks, such as flying an airplane or
operating a piece of machinery.
Training VEs
● Educational VEs: These VEs are designed to teach users about a particular
subject. They often feature interactive simulations and games, and they can
be used to teach users about a variety of topics, such as history, science, and
math.
Educational VEs
● Immersion: VEs can provide a highly immersive experience, which can make
learning and training more effective.
● Realism: VEs can be used to create realistic simulations of real-world
environments, which can be helpful for training and education.
● Interactivity: VEs can be highly interactive, which allows users to interact with
the environment in a variety of ways.
● Customization: VEs can be customized to meet the specific needs of users.
VEs are a powerful tool that can be used for a variety of purposes. As the technology
continues to develop, VEs will become even more realistic and immersive, and they
will be used in even more ways.
Visual displays are any type of display that conveys information using visual
elements, such as text, images, and graphics. They are used in a wide variety of
applications, including:
● Computer monitors: These are the most common type of visual display. They
are used to display text, images, and videos on computers.
● Televisions: These are used to display video and audio content. They are a
popular form of entertainment and can also be used for educational
purposes.
● Projectors: These are used to project images onto a screen. They are often
used in presentations and training sessions.
● Head-mounted displays (HMDs): These are devices that allow users to see a
virtual environment. They are becoming increasingly popular for gaming and
other immersive experiences.
Visual displays are an important part of our everyday lives. They allow us to access
information, communicate with others, and experience the world around us in new
and exciting ways.
Visual displays are a powerful tool that can be used to improve our understanding of
the world around us and to communicate more effectively with others. As the
technology continues to develop, visual displays will become even more powerful
and versatile.
Auditory displays are any type of display that conveys information using sound. They
are used in a wide variety of applications, including:
mobile.twitter.com
www.aes.org
Auditory displays can be a valuable tool for people who are unable to see or who
have difficulty reading. They can also be used to provide information in a way that is
more attention-grabbing and memorable than text-based displays.
Auditory displays
Auditory displays are a powerful tool that can be used to improve the way we interact
with information. As the technology continues to develop, auditory displays will
become even more powerful and versatile.
● Earcons: These are short, distinctive sounds that are used to represent
different types of information. For example, an earcon might be used to
represent a warning, a status update, or a navigation instruction.
● Sonification: This is the process of converting data into sound. For example,
sonification could be used to represent the stock market by making a different
sound for each stock.
● Speech synthesis: This is the process of converting text into speech. Speech
synthesis can be used to provide auditory feedback, such as reading aloud
the text on a screen.
Auditory displays are a valuable tool that can be used to improve the way we interact
with information. As the technology continues to develop, auditory displays will
become even more powerful and versatile.
Haptic displays are any type of display that conveys information using the sense of
touch. They are used in a wide variety of applications, including:
● Virtual reality: Haptic displays are used in virtual reality (VR) to provide users
with a sense of touch in the virtual world. This can be used to create a more
immersive and realistic experience.
● Gaming: Haptic displays are used in gaming to provide players with a more
immersive experience. This can be done by providing players with feedback
about the objects they are interacting with, such as the weight of an object or
the resistance of a surface.
Haptic displays are a relatively new technology, but they are becoming increasingly
popular. As the technology continues to develop, haptic displays will become more
powerful and versatile.
Haptic displays are a powerful tool that can be used to improve the way we interact
with information and with each other. As the technology continues to develop, haptic
displays will become more powerful and versatile.
● Tactile feedback devices: These devices provide users with a sense of touch
by vibrating or moving. They are often used in gaming and VR applications.
● Force feedback devices: These devices provide users with a sense of force
by applying pressure. They are often used in industrial design and medical
training applications.
teslasuit.io
Haptic displays are a valuable tool that can be used to improve the way we interact
with information and with each other. As the technology continues to develop, haptic
displays will become more powerful and versatile.
● Head-mounted displays (HMDs) are the most common output device for VR.
They provide a visual display that allows users to see the virtual world. HMDs
can also be equipped with haptic feedback devices to provide a sense of
touch.
● Stereo displays are another type of output device for VR. They provide a
stereoscopic image that allows users to see depth in the virtual world. Stereo
displays can be used with HMDs or with regular computer monitors.
● Sound systems are also important output devices for VR. They provide audio
feedback that helps to immerse users in the virtual world. Sound systems can
be either built-in to HMDs or they can be separate speakers or headphones.
● Haptic devices are used to provide users with a sense of touch in VR. They
can be used to simulate the feeling of objects in the virtual world, such as the
weight of an object or the resistance of a surface. Haptic devices can be
either handheld or wearable.
The best output device for VR depends on the specific application. For example,
HMDs are the best choice for applications that require a high degree of immersion,
while stereo displays are a good choice for applications that require a wider field of
view. Sound systems are important for all VR applications, as they help to immerse
users in the virtual world. Haptic devices are not essential for all VR applications, but
they can add a significant level of realism.
Here are some of the factors to consider when choosing output devices for VR:
● Immersion: The level of immersion that is required for the application. HMDs
provide the highest level of immersion, while stereo displays and sound
systems provide a lower level of immersion.
● Field of view: The width of the field of view that is required for the application.
HMDs typically have a wider field of view than stereo displays.
● Cost: The cost of the output devices. HMDs are typically more expensive than
stereo displays and sound systems.
● Compatibility: The compatibility of the output devices with the VR software
that will be used.
There are many different ways to build objects in VR. Here are a few of the most
common methods:
● Using a 3D modeling software: This is the most common way to build objects
in VR. There are many different 3D modeling software programs available,
such as Blender, Maya, and 3DS Max. These programs allow you to create
3D models of objects from scratch, or you can import pre-made models into
the software.
3D modeling software
VR sculpting tool
● Using a VR game engine: VR game engines allow you to create objects that
can be used in VR games. Some popular VR game engines include Unity and
Unreal Engine. These engines allow you to create 3D models, textures, and
animations, and they also provide tools for creating VR experiences.
VR game engine
● Using a VR object builder: VR object builders are online tools that allow you to
create objects without having to download any software. Some popular VR
object builders include Google Poly and TurboSquid. These tools allow you to
create simple objects, or you can import pre-made models into the builder.
VR object builder
The best method for building objects in VR depends on your specific needs and
preferences. If you want to create complex objects, then a 3D modeling software
program is a good option. If you want to create objects quickly and easily, then a VR
sculpting tool or a VR game engine is a good option. And if you want to create
objects without having to download any software, then a VR object builder is a good
option.
● Start with a simple object: If you are new to building objects in VR, it is a good
idea to start with a simple object. This will help you to learn the basics of
object building without getting overwhelmed.
● Use reference images: If you are building an object that you have seen in the
real world, it is a good idea to use reference images. This will help you to get
the proportions and details of the object correct.
● Take breaks: Building objects in VR can be tiring, so it is important to take
breaks. This will help you to stay focused and avoid making mistakes.
● Have fun!: Building objects in VR can be a lot of fun, so enjoy the process.
Complex shapes
Complex shapes in computer graphics are shapes that are made up of a large
number of smaller shapes. These shapes can be created using a variety of
techniques, but they are often created using 3D modeling software.
devopedia.org
● Mesh models: Mesh models are made up of a network of points. These points
are connected to each other to form the shape of the object. Mesh models are
less common than polygonal and NURBS models, but they can be used to
create very complex shapes.
Here are some of the benefits of using complex shapes in computer graphics:
● Smoothness: Complex shapes can be used to create objects with smooth and
realistic surfaces.
● Accuracy: Complex shapes can be used to create objects with accurate
dimensions and proportions.
● Variety: Complex shapes can be used to create a wide variety of objects, from
simple shapes to complex objects.
However, there are also some challenges associated with using complex shapes in
computer graphics:
● Complexity: Complex shapes can be more complex to create and render than
simple shapes.
● Performance: Complex shapes can require more processing power to render,
which can impact the performance of the application.
● Storage: Complex shapes can require more storage space than simple
shapes.
Overall, complex shapes can be a valuable tool for creating realistic and accurate
objects in computer graphics. However, it is important to be aware of the challenges
associated with using complex shapes before using them in an application.
Unit 2
Standard primaries are a set of three colors that can be mixed together to create a
wide range of other colors. The most common set of standard primaries is red,
green, and blue (RGB). RGB primaries are used in computer graphics and displays,
as well as in color printing.
The chromaticity diagram is a two-dimensional graph that shows all of the colors that
can be perceived by the human eye. The diagram is divided into three regions,
corresponding to the three types of color cones in the retina: red, green, and blue.
Any color can be represented by a point on the chromaticity diagram.
The chromaticity diagram is useful for understanding the gamut of colors that can be
displayed by a device. For example, the gamut of a computer monitor is the triangle
formed by the RGB primaries of the monitor. Any color that falls outside of the
triangle cannot be displayed by the monitor.
They should be able to produce a wide range of colors when mixed together.
The most common chromaticity diagram is the CIE 1931 chromaticity diagram. The
CIE 1931 diagram was created by the International Commission on Illumination
(CIE) in 1931. The diagram is based on experiments that measured the color
matching functions of the human eye.
The CIE 1931 chromaticity diagram is a horseshoe-shaped diagram with the RGB
primaries located at the corners. The edge of the diagram represents the most
saturated colors, while the center of the diagram represents white.
Color printing: Standard primaries are used to create inks that can be mixed together
to produce a wide range of colors.
Digital photography: Standard primaries are used to encode colors in digital images.
Color science: Standard primaries and the chromaticity diagram are used to study
the perception and measurement of color.
Intuitive color concepts are based on how humans perceive and describe color.
Some of the most important intuitive color concepts include:
Hue: Hue is the basic color, such as red, green, blue, yellow, cyan, and magenta.
Harmony: Color harmony refers to how well different colors go together. Some color
combinations are considered more harmonious than others. For example,
complementary colors (colors that are opposite each other on the color wheel) are
often considered to be harmonious.
Tones: Tones are created by adding both black and white to a hue.
Analogous colors: Analogous colors are colors that are next to each other on the
color wheel.
Complementary colors: Complementary colors are colors that are opposite each
other on the color wheel.
Triadic colors: Triadic colors are three colors that are evenly spaced around the color
wheel.
Intuitive color concepts can be used to create visually appealing and effective
designs. For example, using complementary colors can create a sense of contrast
and excitement, while using analogous colors can create a sense of unity and
harmony.
A red and green Christmas wreath uses complementary colors to create a visually
striking and festive display.
A blue and white kitchen uses analogous colors to create a calm and inviting
atmosphere.
A sunset is a natural example of warm colors. The red, orange, and yellow hues of
the sunset create a sense of warmth and beauty.
A forest is a natural example of cool colors. The green and blue hues of the forest
create a sense of peace and tranquility.
The RGB color model is an additive color model in which red, green, and blue light are added
together in various ways to reproduce a broad array of colors. The name of the model comes
from the initials of the three additive primary colors, red, green, and blue.
The RGB color model is the most common color model used in computer graphics and
displays, as well as in digital photography. It is also used in some color printing applications,
although the CMYK color model is more common for printing.
In the RGB color model, each color is represented by a three-dimensional vector, where the
three components represent the amount of red, green, and blue light in the color. The
components can range from 0 to 255, with 0 representing no light and 255 representing full
intensity.
For example, pure red is represented by the vector (255, 0, 0). Pure green is represented by
the vector (0, 255, 0), and pure blue is represented by the vector (0, 0, 255). White is
represented by the vector (255, 255, 255), and black is represented by the vector (0, 0, 0).
By mixing different amounts of red, green, and blue light, we can create a wide range of
colors. For example, mixing equal amounts of red and green light produces yellow. Mixing
equal amounts of red, green, and blue light produces white.
The RGB color model is device-dependent, meaning that the same RGB
values may produce different colors on different devices. This is because the
way that devices render colors depends on a number of factors, such as the
type of display technology used, the brightness and contrast of the display,
and the ambient lighting conditions.
Despite its limitations, the RGB color model is a very versatile and powerful
tool for creating and manipulating colors. It is used in a wide range of
applications, including computer graphics, digital photography, and color
printing.
Here are some examples of how the RGB color model is used in the real world:
Computer displays: Computer displays use the RGB color model to display images
and videos. Each pixel on a computer display is made up of three subpixels, one red,
one green, and one blue. By controlling the intensity of each subpixel, the display
can produce a wide range of colors.
Digital cameras: Digital cameras use the RGB color model to capture images. The sensor in a
digital camera contains millions of tiny light-sensitive cells, each of which is sensitive to one of
three colors: red, green, or blue. When light hits the sensor, the cells produce an electrical
signal that corresponds to the intensity of the light. The camera then uses this information to
create a digital image in the RGB color model.
Color printing: Some color printers use the RGB color model to print images. The printer mixes
small amounts of red, green, and blue ink to create a wide range of colors.
The RGB color model is an essential tool for understanding and manipulating colors in the
digital world.
The CMY color model is a subtractive color model, meaning that colors are created by
subtracting light from white. The name of the model comes from the initials of the three
primary colors used in subtractive color mixing: cyan, magenta, and yellow.
The CMY color model is used in color printing, because it is more efficient than the RGB color
model for producing a wide range of colors on paper. When cyan, magenta, and yellow inks
are mixed together, they absorb different wavelengths of light, creating a wide range of colors.
In the CMY color model, each color is represented by a three-dimensional vector, where the
three components represent the amount of cyan, magenta, and yellow ink in the color. The
components can range from 0 to 100%, with 0% representing no ink and 100% representing
full intensity.
For example, pure cyan is represented by the vector (100%, 0%, 0%). Pure magenta is
represented by the vector (0%, 100%, 0%), and pure yellow is represented by the vector (0%,
0%, 100%). White is represented by the vector (0%, 0%, 0%), and black is represented by the
vector (100%, 100%, 100%).
However, in practice, it is impossible to create pure black by mixing cyan, magenta, and yellow
inks. This is because the inks are not perfect absorbers of light, and some light is always
reflected back. To produce pure black, a fourth ink, black, is added to the CMY color model.
This is why the CMY color model is often referred to as the CMYK color model, where K
stands for black.
The CMY color model is device-dependent, meaning that the same CMY values may produce
different colors on different printers. This is because the way that printers print colors depends
on a number of factors, such as the type of ink used, the type of paper used, and the
calibration of the printer.
Despite its limitations, the CMY color model is a very versatile and powerful tool for creating
and manipulating colors in the printing world. It is used to print a wide range of materials,
including books, magazines, newspapers, and packaging.
Here are some examples of how the CMY color model is used in the real world:
Color printers: Color printers use the CMY color model to print images and documents. The
printer mixes small amounts of cyan, magenta, yellow, and black ink to create a wide range of
colors.
Books and magazines: Books and magazines are printed using the CMY color model. The
pages of books and magazines are typically made of white paper, so the CMY color model is
well-suited for printing on this type of material.
Newspapers: Newspapers are also printed using the CMY color model. However, newspapers
are typically printed on lower-quality paper than books and magazines, so the colors may not
be as vibrant.
Packaging: Packaging materials, such as cereal boxes and product labels, are often printed
using the CMY color model. The CMY color model is well-suited for printing on a variety of
different packaging materials, including cardboard, paper, and plastic.
The HSV color model (Hue, Saturation, Value) is a color model that describes colors
in terms of their hue, saturation, and value. It is a more intuitive color model than
RGB or CMYK, as it is based on how humans perceive color.
Hue: Hue is the basic color, such as red, green, blue, yellow, cyan, and magenta.
Value: Value is the lightness or darkness of a color. A bright color is light, while a
dark color is dull.
The HSV color model is represented by a cone, with hue on the outside of the cone,
saturation on the inside of the cone, and value from the bottom to the top of the
cone.
Image editing: The HSV color model is commonly used in image editing software to
select and adjust colors.
Computer graphics: The HSV color model is used in computer graphics to create
realistic and visually appealing images.
User interfaces: The HSV color model is used in user interfaces to create color
pickers and other color selection tools.
Color theory: The HSV color model is used in color theory to understand and
describe how colors relate to each other.
Here are some examples of how the HSV color model is used in the real world:
Image editing software: Image editing software, such as Adobe Photoshop and
GIMP, use the HSV color model to select and adjust colors. For example, you can
use the HSV color picker to select a specific hue, saturation, and value, and then use
that color to paint or fill an area of an image.
Computer graphics: Computer graphics software, such as Blender and Maya, use
the HSV color model to create realistic and visually appealing images. For example,
you can use the HSV color model to create a material for a 3D model, or to create a
lighting effect in a scene.
User interfaces: Many user interfaces, such as the Windows operating system and
the Google Chrome web browser, use the HSV color model to create color pickers
and other color selection tools. This allows users to easily select the color they want
to use.
Color theory: Color theorists use the HSV color model to understand and describe
how colors relate to each other. For example, you can use the HSV color model to
create color schemes for websites, logos, and other designs.
The HSV color model is a powerful tool for understanding and manipulating colors. It
is used in a variety of applications, from image editing and computer graphics to user
interfaces and color theory.
Color selection is an important aspect of computer graphics. The right colors can
make an image or scene more realistic, engaging, and visually appealing. The wrong
colors can make an image or scene look unrealistic, jarring, or even ugly.
There are a number of factors to consider when selecting colors for computer
graphics, including:
Realism: If you are trying to create a realistic image or scene, you should use colors
that are found in the real world. For example, if you are creating a scene of a forest,
you should use colors such as green, brown, and black.
Mood: Colors can also be used to evoke a certain mood in the viewer. For example,
warm colors such as red, orange, and yellow can be used to create a sense of
warmth and happiness. Cool colors such as blue, green, and purple can be used to
create a sense of calmness and peace.
Harmony: Colors should also be harmonious, meaning that they should work well
together. There are a number of different color harmonies that you can use, such as
complementary colors, analogous colors, and triadic colors.
Image editing: Color selection is used in image editing to select and adjust colors.
For example, you can use the HSV color picker to select a specific hue, saturation,
and value, and then use that color to paint or fill an area of an image.
User interfaces: Color selection is used in user interfaces to create color pickers and
other color selection tools. This allows users to easily select the color they want to
use.
Video games: Color selection is used in video games to create realistic and visually
appealing environments and characters. For example, the color of a character's skin
or clothing can be used to convey their personality or mood.
Here are some tips for selecting colors for computer graphics:
Use a color wheel: A color wheel is a great tool for understanding color relationships
and harmonies.
Consider the mood: What mood do you want to evoke in the viewer? Use colors that
are associated with that mood.
Use complementary colors: Complementary colors are opposite each other on the
color wheel. When placed next to each other, they create a strong contrast. This can
be used to create a sense of excitement or tension in an image.
Use analogous colors: Analogous colors are next to each other on the color wheel.
When used together, they create a sense of harmony and unity.
Use triadic colors: Triadic colors are evenly spaced around the color wheel. When
used together, they create a sense of balance and contrast.
Experiment with different colors and see what works best for your scene or image.
There are no hard and fast rules when it comes to color selection. The most
important thing is to choose colors that you think look good and that are appropriate
for your project.
World space
World space in VR is the space that is shared by all objects in the virtual world. It is
the same space that the user occupies, and it is the space in which all interactions
take place.
World space is different from object space, which is the space that is relative to a
specific object. For example, the object space of a cup would be the space that is
inside the cup.
World space is also important for creating immersive VR experiences. For example,
if a user is walking down a virtual street, the buildings and other objects in the
environment will move in world space to match the user's movement. This helps to
create the illusion that the user is actually walking down a real street.
Object interaction: When a user reaches out to grab an object in VR, the object will
move in world space to match the user's hand movement. This allows users to
interact with objects in a realistic way.
Environment movement: When a user walks down a virtual street, the buildings and
other objects in the environment will move in world space to match the user's
movement. This helps to create the illusion that the user is actually walking down a
real street.
Multiplayer VR: In multiplayer VR games and experiences, all of the players share
the same world space. This allows players to interact with each other and with the
environment in a realistic way.
World coordinate
The world coordinate system is the coordinate system in which all objects in a scene
are defined. It is a three-dimensional coordinate system, with the origin at the center
of the scene. The x-axis points to the right, the y-axis points up, and the z-axis points
towards the viewer.
The world coordinate system is used to define the position, rotation, and scale of all
objects in a scene. For example, if we have a sphere that is located at the
coordinates (1, 2, 3), it means that the center of the sphere is located one unit to the
right, two units up, and three units towards the viewer from the origin of the world
coordinate system.
The world coordinate system is also used to define the camera's position, rotation,
and field of view. For example, if we have a camera that is located at the coordinates
(0, 0, 10), it means that the camera is located ten units towards the viewer from the
origin of the world coordinate system.
Here are some examples of how world coordinates are used in computer graphics:
World environment in VR
The world environment in VR is the virtual world that the user experiences. It can be
anything from a simple room to a complex landscape, and it can be realistic or
fantastical.
The world environment in VR is important because it sets the stage for the user's
experience. It can be used to create a sense of immersion, to tell a story, or to
provide a space for the user to explore and interact with.
There are a number of factors to consider when creating a world environment for VR,
including:
Realism: If you are trying to create a realistic world environment, you should use
textures and materials that are realistic. You should also pay attention to the lighting
and shadows in the environment.
Scale: The scale of the world environment is also important. If the environment is too
small, the user will feel cramped and restricted. If the environment is too large, the
user may feel lost and disoriented.
Performance: The performance of the world environment is also important. The
environment should be able to render smoothly and without any lag.
Here are some examples of world environments in VR:
Games: VR games often feature complex and immersive world environments. For
example, the game Half-Life: Alyx features a variety of different world environments,
including a bustling city, a deserted train station, and a creepy alien hive.
Social experiences: VR social experiences often feature world environments that are
designed to be social and interactive. For example, the app VRChat features a
variety of different world environments, such as a nightclub, a bowling alley, and a
school.
Educational experiences: VR educational experiences often feature world
environments that are designed to be educational and informative. For example, the
app Titans of Space features a world environment that allows users to explore the
solar system.
The world environment in VR is a powerful tool that can be used to create immersive
and engaging experiences.
A VR forest
The user is standing in a clearing in a forest. The trees around them are tall and
lush, with their branches reaching up to the sky. The sunlight filters through the
leaves, casting dapples of light on the forest floor.
The user can hear the sound of birds singing and the wind rustling through the trees.
They can also hear the sound of a stream running nearby.
The user can walk around the clearing and explore the forest. They can walk through
the trees, follow the stream, or climb up a tree to get a better view.
The world environment is realistic and immersive. The user feels like they are
actually standing in a forest. They can hear and see the details of the environment all
around them.
VR environment
A VR environment is a simulated world that users can explore and interact with using
virtual reality technology. VR environments can be anything from simple rooms to
complex landscapes, and they can be realistic or fantastical.
VR environments are created using a variety of software tools and techniques. Some
VR environments are created using 3D modeling and animation software, while
others are created using game engines.
Immersion: VR environments can provide a high level of immersion, which can allow
users to feel like they are actually in the virtual world.
Engagement: VR environments can be very engaging, and they can keep users
interested and engaged for long periods of time.
Interaction: VR environments can allow users to interact with the virtual world in a
natural and intuitive way.
Education: VR environments can be used to create educational experiences that are
more effective and engaging than traditional educational methods.
Training: VR environments can be used to create training simulations that are more
realistic and effective than traditional training methods.
Unit 3
VR Database
VR database is a database that stores and organizes data about VR content and
experiences. This data can include information such as the title of the experience,
the platform it is available on, the genre, the developer, and user ratings.
VR databases can be used to help users find new VR content to experience, as well
as to learn more about existing content. They can also be used by developers to
track the performance of their content and to identify trends in the VR market.
There are a number of different VR databases available, both public and private.
Some of the most popular public VR databases include:
SteamVR: This database lists all of the VR content available on the Steam platform.
Oculus Store: This database lists all of the VR content available on the Oculus Store.
Viveport: This database lists all of the VR content available on the Viveport platform.
VRDB: This database lists a wide variety of VR content from a variety of different
platforms.
Discovery: VR databases can help users discover new VR content that they may not
have been aware of.
Information: VR databases can provide users with information about VR content,
such as the title of the experience, the platform it is available on, the genre, the
developer, and user ratings.
Analysis: VR developers can use VR databases to track the performance of their
content and to identify trends in the VR market.
VR databases are still in their early stages of development, but they have the
potential to become a valuable resource for both VR users and developers.
Tessellated data
There are a number of different ways to generate tessellated data. One common
method is to start with a mathematical representation of the surface, such as a
NURBS curve or surface. The mathematical representation is then discretized into a
mesh of triangles.
Another common method for generating tessellated data is to scan a physical object
using a 3D scanner. The 3D scanner produces a point cloud, which is a set of points
that represent the surface of the object. The point cloud is then converted into a
mesh of triangles.
Lights and cameras play essential roles in creating immersive virtual reality (VR)
experiences. They contribute to the overall realism, interactivity, and engagement of
VR environments. Here's how lights and cameras are used in VR:
Lighting in VR:
Ambient Lighting: Ambient lighting sets the overall mood and atmosphere in a VR
scene. It provides a base level of illumination and helps create a sense of presence.
Directional Lighting: Directional lights, such as sunlight or artificial spotlights, cast
shadows and add depth to VR environments. They help create realistic lighting
conditions, and their angle and intensity can be adjusted to match the time of day or
specific scenes.
Point Lights and Spotlights: These types of lights are used to simulate light sources
within the VR environment. Point lights emit light in all directions, while spotlights
project a focused beam of light. They are essential for illuminating objects and
characters realistically.
Cameras in VR:
orientation of this camera change as the user moves their head or body, creating a
realistic sense of presence.
Lights and cameras are critical elements in creating realistic and immersive VR
experiences. They are used to simulate real-world lighting conditions, capture and
display virtual environments, and enable user interactions and presence within the
virtual world. Advances in technology continue to improve the quality and realism of
lighting and camera systems in VR, further enhancing the overall VR experience.
Cullers in VR
outside the frustum is culled, reducing the number of objects that need to be
rendered.
Occlusion Culling: Occlusion culling involves identifying objects that are entirely
hidden or occluded by other objects in the scene. These occluded objects are often
skipped during rendering since they wouldn't contribute to the final image.
Backface Culling: This technique skips rendering the faces of 3D objects that are not
visible from the viewer's perspective. It assumes that the back faces are hidden by
the object's front faces.
Occluders in VR
Occluders are objects or surfaces intentionally placed within a VR scene to block the
view of other objects or areas that don't need to be rendered. The purpose of
occluders is to reduce overdraw, which occurs when pixels are drawn multiple times
due to objects being drawn even when they are hidden behind other objects. Here
are some common occluder techniques:
Bounding Volume Occluders: Simple geometric shapes like boxes or spheres can be
used as bounding volume occluders. They are placed strategically in the scene to
block the view of objects that are behind them. These occluders are often
computationally efficient to check for visibility.
GUI in VR
Graphical User Interface (GUI) in virtual reality (VR) involves designing interactive
visual elements that users can see and manipulate within a virtual environment.
These GUIs enhance the user experience, allowing users to access menus, settings,
information, and controls while immersed in the VR world. Here are some key
considerations for implementing a GUI in VR:
3D Interface Elements:
VR GUI elements should exist within the 3D space of the virtual environment,
making them feel like integral parts of the world rather than 2D overlays.
Common 3D GUI elements include buttons, sliders, panels, and interactive objects
that users can physically interact with using VR controllers or hand-tracking
technology.
VR menus should be designed with user comfort in mind. Floating menus, circular
menus, or HUD-style displays can work well in VR.
Keep menus unobtrusive when not in use to avoid obstructing the user's view of the
virtual environment.
Interaction Feedback:
Provide visual and haptic feedback when users interact with GUI elements. For
example, buttons may change color or produce a subtle vibration when pressed.
Feedback helps users understand that their actions have an impact within the VR
interface.
Performance Optimization:
VR applications must maintain high frame rates to prevent motion sickness. Optimize
the rendering and processing of GUI elements to minimize performance impact.
Consider using efficient rendering techniques and occlusion culling for complex
GUIs.
Accessibility:
Ensure that VR GUIs are accessible to a wide range of users, including those with
disabilities. Implement voice commands, gaze-based controls, or alternative input
methods for accessibility.
Control panel in VR
control panel in virtual reality (VR) serves as an interactive interface that allows
users to access and manipulate various settings, options, and controls within a VR
application or experience. Control panels in VR can be an essential component of
many VR applications, providing users with a convenient and immersive way to
customize their experience or interact with virtual objects. Here's how you can create
a control panel in VR:
Determine the layout and placement of the control panel. It can be a fixed panel
within the VR space, a floating interface that follows the user, or an interactive object
(e.g., a tablet or console) that users can pick up and manipulate.
Visual Feedback:
Provide visual feedback to users as they interact with the control panel. When users
interact with buttons or sliders, the elements can change color, animate, or produce
sound to indicate their state.
Use tooltips or labels to explain the function of each control or option.
Consider allowing users to customize the appearance or layout of the control panel
to cater to individual preferences.
Performance Optimization:
Optimize the rendering of the control panel to maintain high frame rates and prevent
motion sickness. Use efficient rendering techniques and consider occlusion culling
for complex interfaces.
Accessibility:
Make the control panel accessible to a wide range of users, including those with
disabilities. Implement voice commands, gaze-based controls, or alternative input
methods for accessibility.
VR Toolkits
VR toolkits are software development kits (SDKs) that provide developers with the
tools and resources they need to create VR applications. VR toolkits typically include
libraries, APIs, and documentation that help developers to:
VR Software’s
Linux: Linux is a free and open-source operating system that can be used on a
variety of devices, including VR headsets.
Android: Android is a mobile operating system developed by Google. It can be used
on VR headsets such as the Oculus Quest 2 and the Pico Neo 3.
iOS: iOS is a mobile operating system developed by Apple. It can be used on VR
headsets such as the Pico Neo 3.