Virtual Reality
A.Y. 2023/2024
Learning objectives
In this course students will explore the principles underlying virtual reality and skeleton animation. Students will learn to use several virtual reality systems: Oculus Rift, Kinect, Leap, Hololens, Balance board, Motion Capture.
Expected learning outcomes
Students will understand the mathematics that lies under transformations from 2D and 3D spaces and that underlying skeleton animation. They will learn to program the different virtual reality systems.
Lesson period: Second semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course cannot be attended as a single course. Please check our list of single courses to find the ones available for enrolment.
Course syllabus and organization
Single session
Responsible
Lesson period
Second semester
Course syllabus
THEORY
Introduction
Geometrical transformation, their concatanation into a stack
From 3D to 2D: calibration and the foundations of augmented reality
From 2D to 3D: the foundation of VR.
Skeleton animation through direct kinematics
Skeleton animation through inverse kinematics
Modulation of inverse kinematics: weighting differently different subgoals.
Modulation of inverse kinematics: weighting differently different degrees of freedom
PRATICE
Modeling in Blender
Stereo visualization through Oculus Rift, Google cardboard and Youtube.
Unity for VR.
Skeleton animation and rigging.
Real-time animation with 3D cameras (Kinect / Orbbec)
Real-time animation with smart objects
3D sound
Real-time tracking of hands and eyes: Leap motion and Apple Gaze
Augmented reality for mobile devices (Vforia)
Augmented reality thorugh Hololens
UI design for VR and best practices
Introduction
Geometrical transformation, their concatanation into a stack
From 3D to 2D: calibration and the foundations of augmented reality
From 2D to 3D: the foundation of VR.
Skeleton animation through direct kinematics
Skeleton animation through inverse kinematics
Modulation of inverse kinematics: weighting differently different subgoals.
Modulation of inverse kinematics: weighting differently different degrees of freedom
PRATICE
Modeling in Blender
Stereo visualization through Oculus Rift, Google cardboard and Youtube.
Unity for VR.
Skeleton animation and rigging.
Real-time animation with 3D cameras (Kinect / Orbbec)
Real-time animation with smart objects
3D sound
Real-time tracking of hands and eyes: Leap motion and Apple Gaze
Augmented reality for mobile devices (Vforia)
Augmented reality thorugh Hololens
UI design for VR and best practices
Prerequisites for admission
None
Teaching methods
Frontal lessons for theory + practical lessons hands on
Teaching Resources
Slide available at: https://ais-lab.di.unimi.it/Teaching/VR/Programma.html
Assessment methods and Criteria
Oral on theory + project
Educational website(s)
Professor(s)