![]() ![]() Steve LaValle's recorded VR lectures from NPTEL at IIT Madras, July 2015.Meanwhile, Apple's newly announced (and $3,499) Vision Pro headset - a self-contained, standalone VR/AR device that Apple is positioning as a full spatial computer - isn't arriving until 2024, but it stands as the highest-priced and highest-resolution experience on the horizon.Hand-written VR lecture notes from UIUC course in Spring 2015, on which the book was based.Touch, haptics, taste, smell, robotic interfaces, telepresence, brain-machine interfaces. Perceptual training, recommendations for developers, best practices, VR sickness, experimental methods that involve human subjects. Sound propagation, ear physiology, auditory perception, auditory localization Fourier analysis acoustic modeling, HRTFs, rendering, auralization.Ĭhapter 12: Evaluating VR Systems and Experiences Remapping, locomotion, manipulation, social interaction, specialized interaction mechanisms. Tracking systems, estimating rotation, IMU integration, drift errors, tilt and yaw correction, estimating position, camera-feature detection model, perspective n-point problem, sensor fusion, lighthouse approach, attached bodies, eye tracking, inverse kinematics, map building, SLAM. Velocities, acceleration, vestibular system, virtual world physics, simulation, collision detection, avatar motion, vection. Graphical rendering, ray tracing, shading, BRDFs, rasterization, barycentric coordinates, VR rendering problems, anti-aliasing, distortion shading, image warping (time warp), panoramic rendering.Ĭhapter 8: Motion in Real and Virtual Worlds Parts of the human eye, photoreceptors and densities, scotopic and photopic vision, display resolution requiments, eye movements, neural vision structures, sufficient display resolution, other implications of physiology on VR.ĭepth perception, motion perception, vection, stroboscopic apparent motion, color perception, combining information from multiple cues and senses, implications of perception on VR. Light propagation, lenses and images, diopters, spherical aberrations, optical distortion more lens aberrations spectral properties the eye as an optical system cameras visual displays.Ĭhapter 5: The Physiology of Human Vision Geometric modeling, transforming rigid bodies, yaw, pitch, roll, axis-angle representation, quaternions, 3D rotation inverses and conversions, homogeneous transforms, transforms to displays, look-at and eye transforms, canonical view and perspective transforms, viewport transforms. Hardware, sensors, displays, software, virtual world generator, game engines, human senses, perceptual psychology, psychophysics.Ĭhapter 3: The Geometry of Virtual Worlds May be easier for on-line viewing.ĭefinition of VR, modern experiences, historical perspective. Recommended for printing on US Letter paper. Why did I write this? Click here for some answers. In 1968 by Sproull, Foster, and Sutherland (free on-line course), produced by NPTEL and IIT Madras, 2016.įree-use pictures of the pioneering headset demonstrated at Harvard If you redistribute any of this material, please include a link back to this web page. You do not need to ask my permission for using these materials, although I would appreciate hearing from you if you find this material useful. ![]() However, I do not take responsibility for your distribution of any copyrighted images contained in this book draft under fair use exceptions. This free VR book covers the fundamentals of virtual reality systems, including geometric modeling, transformations, graphical rendering, optics, the human vision, auditory, and vestibular systems, tracking systems, interface design, human factors, developer recommendations, and technological issues.Īnyone is welcome to download, print, use, copy, and/or distribute anything on this page, either electronically or on paper. ![]()
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