VRAR
VRAR
MISSION
To produce globally competent professionals, motivated to learn the emerging
technologies and to be innovative in solving real world problems.
To promote research activities amongst the students and the members of faculty that
could benefit the society.
To impart moral and ethical values in their profession.
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MINOR DEGREE IN VIRTUAL AND AUGMENTED REALITY
Graphics and visualization has become an integral form of experiencing the world and
environment. Advancements in hardware and software architecture have given path to
experiencing a whole new world through Virtual and Augmented Reality experiences.
This minor degree program provides an opportunity to learners interested in developing
visual experiences through interactive graphics, immersive and non- immersive virtual
environments and a whole new dimension of augmented reality. The courses in this minor
degree program allows learners to master concepts, tools and techniques of various facets for
developing interactive VR and AR applications through simulation and real-time interactive
user experiences.
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SYLLABUS
Subject Code Subject Name L T P C
MCS19041 Computer Graphics for Virtual Reality 3 0 2 4
Course Objectives:
To introduce the use of the components of a graphics system and become familiar
with building approach of graphics system components and algorithms related with
them.
To learn the basic principles of 3-dimensional computer graphics.
Provide an understanding of mapping from a world coordinates to devicecoordinates,
clipping, and projections.
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display systems, multi-screen display system, fly modenavigation, walk through
navigation, virtual track ball navigation.
TOTAL HOURS : 45
Course Outcomes:
Upon completion of the course, the students will be able:
To list the basic concepts used in computer graphics.
To implement various algorithms to scan, convert the basic geometrical primitives,
transformations, Area filling, clipping.
To define the fundamentals of animation, virtual reality and its related technologies.
To design an application with the principles of virtual reality.
To design Fractals
Lab Experiemnts:
1. Geometric Objects
2. implementing a lighting model
3. Hierarchical modeling
4. texture mapping in OpenGL
5. VR Modelling
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Subject Code Subject Name L T P C
MCS19042 Virtual Reality and Augmented Reality 3 0 2 4
Course Objectives:
To make students know the basic concept and framework of virtual reality.
To teach students the principles and multidisciplinary features of virtual reality.
To teach students the technology for multimodal user interaction and perception in
VR, in particular the visual, audial and haptic interface and behaviour.
To teach students the technology for managing large scale VR environment in real
time
To provide students with an introduction to the VR system framework and
development tools.
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which plays a video when an image is scanned using AR App (use ARCore& Unity)
UNIT - V VR & AR Devices 9
VR Devices – Structure and working of HTC Vive, Google Cardboard, Samsung gear VR,
Oculus Quest, Samsung Odyssey+, Oculus Rift. AR Components – Scene Generator,
Tracking system, monitoring system, display, Game scene AR Devices – Optical See-
Through HMD, Virtual retinal systems, Monitor based systems, Projection displays, Video
see-through systems. Advantages and Disadvantages of AR and VR technologies. Case
Studies: Google Daydream
Use Cases of AR VR: Trending Application Areas - Gaming and Entertainment,
Architecture and Construction, Science and Engineering, Health and Medicine, Aerospace
and Defence, Education, Telerobotics and Telepresence. Case Study: What is Google Maps
AR Navigation and how it is used?
TOTAL HOURS : 45
Course Outcomes:
Upon completion of the course, the students will be able to:
Compare and Contrast VR and AR experiences
Demonstrate and develop VR apps in Unity
Demonstrate and develop AR apps in Unity
Acquire knowledge in VR and AR technologies in terms of used devices, building
of the virtual environment and modalities of interaction and modeling.
Acquire knowledge about the application of VR and AR technologies in medicine,
education, cultural heritage and games.
Lab Experiments:
1. Develop a VR Ball Game. The scene should contain a play area surrounded by four walls
and a ball that acts as a player. The objective of the game is to keep the ball rolling without
colliding with the walls. If it collides with either of the walls, the wall color should change
and a text should display on the screen indicating the collision.
2. Develop a VR Golf Game. The scene should contain a play area (golf course), which
consists of a series of cups/holes each having different scores. Display the score card.
3. Develop a VR game in Unity such that on each gun trigger click, destroy the cubes placed
on the plane and gain a score point. Make a score UI and display it on the screen.
4. Develop a VR Basketball Game. The scene should contain a basketball court. The
developed game should be a single player game. The objective of the game is to let the player
put the ball in the basket maximum number of times. Display the score card.
5. Develop an AR bowling game with one image target. The image target should include 3d
models as per requirement. Write a c# program to develop score point system for bowling
game. Build an APK. (Note: Vuforia plugin should be installed in unity)
6. Develop a VR environment for flying helicopter/moving car simulation.
Programming tools recommended: - Unity, C#, Blender, VRTK. VR Devices or emulators:
HTC Vive, Google Cardboard, Google Daydream and Samsung gear VR.
Total Hours: 30
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Text Book(s) / Reference Book(s)
1. Steve Aukstakalnis- Practical Augmented Reality: A Guide to the Technologies,
Applications, and Human Factors for AR and VR, Addison-Wesley Professional,
2016.
2. Allan Fowler- Beginning iOS AR Game Development Developing Augmented
Reality Apps with Unity and C#, 1st Edition, Apress Publications, 2018.
3. William Sherif- Learning C++ by Creating Games with UE4|, Packt Publishing,
2015.
Reference Books:
1. Jesse Glover, Jonathan Linowes – Complete Virtual Reality and Augmented
Reality Development with Unity: Leverage the power of Unity and become a pro at
creating mixed reality applications. Packt publishing, 2019.
2. Jonathan Linowes, KrystianBabilinski – Augmented Reality for Developers: Build
practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia.
Packt publishing, 2017.
MOOC Reference:
1. https://www.coursera.org/learn/augmented-reality
2. https://www.coursera.org/specializations/unity-xr
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Subject Code Subject Name L T P C
MCS19043 Data Visualization 3 0 2 4
Course Objectives:
To learn about different Visualization Techniques
To study the Interaction techniques in information visualization fields
To understand various abstraction mechanisms
To create interactive visual interfaces
Course Outcomes:
Upon completion of the course, the students will be able:
To design processes to develop visualization methods and visualization systems,
and methods for their evaluation.
To complete preparation and processing of data, visual mapping and the
visualization.
To analyze large-scale abstract data.
To understand the textual methods of Abstraction
To design interactive systems
Lab Experiments:
Numpy and Pandas based experiments for data visualization
3D visualization
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Multi dimensional visualization
Animation and Manipulation with Zoom, Navigation etc
Software Requirements:Python, Unity, Blender, Vuforia
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Subject Code Subject Name L T P C
MCS19001 Mathematical Modelling and Computer Aided 3 0 0 3
Engineering
Course Objectives:
Students should be able to formulate, analyze and apply mathematical models.
Students should be able to understand the necessary mathematical abstraction to
solve problems.
UNIT – I INTRODUCTION 12
Problems in engineering-structural - fluid flow and heat transfer withtheir relevance in
product development - examples - need for computer aidedengineering.Partial differential
equations: elliptic, parabolic and hyperbolic - physical significance -solution
techniques.Numerical methods to solve PDEs: central differences, Crank-Nicolson and
ADI methods- examples - stability and error of numerical schemes.
UNIT – II Variational calculus 8
Introduction, solutions selected differential equations byVariational methods, Rayleigh -
Ritz method - introduction to finite element method.
UNIT – III Finite element method 8
Concepts, nodes, elements, connectivity, coordinate systems,shape functions, stiffness
matrix, global stiffness matrix, Iso-parametric elements solutionmethods – examples- use
of software.
UNIT – IV Fluid flow 7
Introduction to computational fluid dynamics (finite difference, finiteelement techniques) -
formulation of fluid flow problems (simple cases only) - Navier-Stokes equation - solution
techniques - examples, solution of fluid flow problems usingsoftware.
UNIT - V Heat transfer 10
Derivation of energy equation in general form - solutions using numericalmethods (finite
difference and finite element techniques), solutions using FEA and CFDtechniques for
conductive and convective heat transfer problems.Introduction to multi-physics problems:
electrophoresis, electro-osmosis, lab-on – chipused in biotechnology use of software.
TOTAL HOURS : 45
Course Outcomes:
Upon completion of the course, the students will be able:
To describe the basics of partial differential equations and numerical methods.
To understand the variational calculus
To understand the methods of finite element methods.
To understand the methods fluid flow techniques.
To understand the methods of Heat transfer
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Text Book(s) / Reference Book(s)
1. Reddy J N, “An Introduction to the Finite Element Method”, Tata McGraw Hill, 2010.
2. Singiresu S Rao, “The Finite Element Method in Engineering”, ButterworthHeinemann,
6th Edition, 2018.
3. Curtis F Gerald Patrick O Wheatley, “Applied Numerical Analysis”, Pearson, 7th Edition,
2005.
4. Muralidhar K and Sundararajan T, “Computational Fluid Flow and Heat Transfer”,Narosa
Publications, 2003.
5. Vladimir Mityushev, WojciechNawalaniec, Natalia Rylko, Introduction to Mathematical
Modeling and Computer Simulations, CRC Press, 2018
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Subject Code Subject Name L T P C
MCS19044 AI based Mobile Virtual Reality 3 0 2 4
Course Objectives:
To provide students hands-on exposure to mobile virtual reality in Moduley.
To give students experience with basic AI algorithms in virtual reality.
To provide students with fundamentals of game designs in virtual reality.
Lab Experiments:
1. Use the A* algorithm to make a 2D game in Unity
2. AI in human-computer interactions in mobile virtual reality systems
3. Build 3D games in Unity
4. Immersive analytics and visualization using AI in mobile VR
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5. Machine intelligence, AI, and haptic technology in mobile VR
Course Outcomes:
Upon completion of the course, the students will be able to:
Code in Moduley for game development
Use AI algorithms (A*, IL, and RL) in Moduley-ML
Demonstrate visual realism by using VR tools/software.
Apply machine learning techniques in training and testing
Apply reinforcement learning techniques in training and testing
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