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CS 498 VR3 - Virtual Reality

Fall 2020

Official Description

Subject offerings of new and developing areas of knowledge in computer science intended to augment the existing curriculum. See Class Schedule or departmental course information for topics and prerequisites. Course Information: 1 to 4 undergraduate hours. 1 to 4 graduate hours. May be repeated in the same or separate terms if topics vary.

Section Description

Fundamentals of virtual reality systems, including geometric modeling, transformations, graphical rendering, optics, the human vision system, the vestibular system, interface design, human factors, developer recommendations, and technological issues. Implementation exercises and a final project are included. Extensive programming background not required. For up-to-date information about CS course restrictions, please see the following link: http://go.cs.illinois.edu/csregister

Course Director

Text(s)

Virtual Reality by Steve LaValle (http://msl.cs.uiuc.edu/vr/)

Learning Goals

  1. Be able to use quaternions along with concepts from analytical geometry and linear algebra to implement camera and model controls for position and pose in a modern VR application.(1)(2)(6)
  2. Demonstrate an undertanding of human perception, in particular the phenomenon of vection, to design an interface to a VR app that maximizes the duration of time a user can conformtably stay in the VR environement. (1)(2)(6)
  3. Identify the hardware involved in modern VR tracking systems and describe and anaylyze algorithmic solutions to the problem of tracking.(1,2)
  4. Use basic principles of optics and thin-lens theory to describe the use of lenses in modern VR HMDs and the problems associated with lens-based viewing devices. (1)(2)
  5. Design a complex VR application and plan the project using a agile methodology, specifically the Vision Canvas system. (1)(2)(3)(5)(6)
  6. Describe the graphical performance requirements of VR aplications and present and analyze possible alteration to traditional rasterization systems in order to create performant VR applications. (1)(2)
  7. Work in a team to complete the implementation of a complex VR application and publicly present the project demonstrate the application. (1)(2) (3)(5)(6)

Last updated

2/16/2019by Eric Gene Shaffer