Virtual Reality National Taiwan University
Part I: Virtual Reality 1. Look real, sound real, feel real, smell real, react realistically and in real-time 2. 3D Sound, directional sound 3. Environment Walkthrough, Distributed Interactive Simulation (DIS) 4. Tracking devices: space tracker, tracking algorithms 5. Immersive display: Head Mounted Display, BOOM, Stereo shutter glasses 6. Force Feedback Devices (Joystick, PHANToM etc.) 7. Trajectory prediction algorithms Part II: Display and Visualization 1. Modeling (Solid modeling, build large models, physically based modeling, motion dynamics) 2. Global illumination algorithms( radiosity, volume rendering, scientific sualization) 3. Texture mapping and advanced animation 4. Graphics packages : OpenGL (X window, WinXP), DirectX(WinXP) Part III: Hardware and accelerators 1. 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
1. To understand VR technology. 2. Can do a VR project, including writing a software that can be executed in a NB or mobile smartphone/Pad (Apple or Android). 3. Can read related papers and comments on the pros and cons of these papers. Virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, or body suits. In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment. The illusion of "being there" (telepresence) is effected by motion sensors that pick up the user's movements and adjust the view on the screen accordingly, usually in real time (the instant the user's movement takes place). Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment.
This course will be graded by 1. (1/3) Two homeworks, 2. (1/3) one midterm, and 3. (1/3) one final project.
Online Course Requirement
Ming Ouh Young
(College of Electrical Engineering and Computer Science) Graduate Institute of Computer Science & Information Engineering,
(College of Electrical Engineering and Computer Science) Graduate Institute of Networking and Multimedia
*Registration eligibility: juniors and above.
Site for Inquiry
Please inquire about the courses at the address below.
Email address: http://www.csie.ntu.edu.tw/main.php?lang=en