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Virtual Reality &

Physically-Based Simulation

Organization

G. Zachmann

University of Bremen, Germany

cgvr.cs.uni-bremen.de

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Helpful Knowledge (no Formal Prerequisites)

§

A little bit of math (just first year)

§ After a few weeks: a little bit of linear algebra

§ At the end: easy differential equations J

§

A little bit of programming (C/C++)

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G. Zachmann Virtual Reality & Simulation WS 18 October 2017 Organization 3

Where to Find Information for This Course

§

The course's homepage:

http://cgvr.cs.uni-bremen.de/

→ "Teaching" → "Virtual Reality"

§

Slides (a.k.a. Script) & Assignments

§

Suggestions for text books, online documentation

§

Announcements (rarely)

§

Please register in StudIP!

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Time of the Class

§

Wednesdays: alternatingly

§ Two lectures in one row (8 ct — 12)

§ Then, 1 lecture and 1 lab meting

2. Assignment 1. Asignment

V 1.

V Ü 2.

V 3.

V Ü 4.

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G. Zachmann Virtual Reality & Simulation WS 18 October 2017 Organization 5

Exercises

§

Mix of theoretical (a few) and practical (mostly) exercises

§

Theoretical = pencil & paper

§

Practical = Unreal engine

§ Using "blueprints" first

§ Later some C programming

§

Unreal engine: version 4.9

§ Download: www.unrealengine.com

§ Tutorials at

https://wiki.unrealengine.com/Videos

§ See also the links on the course homepage!

§

Recommendation: work in groups of 3-4

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The Exam

1.

Either: long exam (= ½ hour per student)

2.

Or: points from the assignments + short exam

§ Assignments grade A , short exam grade B

- 95% of the points from all assignments ⟶ grade A = 1.0 - 40% of the points from all assignments ⟶ grade A = 4.0

§

- Precondition: grade A ≥ 4.0 && grade B ≥ 4.0 !

(Allgemeiner Teil der Bachelorprüfungsordnungen der Universität Bremen, 2010)

§

Note: in all variants, all of the course material could be topics in the exam!

Total = min

12

· A +

12

· B , B

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G. Zachmann Virtual Reality & Simulation WS 18 October 2017 Organization 8

§

Criteria for grading the practical assignments:

1. Good (= speaking) variable and function names 2. Sufficient in-line comments

3. Documentation of the function and its parameters (in/out, pre-/post- condition, what does the function do, …)

4. Functionality (solves assignments? no bugs? …)

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Tentative Overview

1.

Introduction, immersion/presence/fidelity

2.

Scenegraphs, game engines, VR frameworks

3.

Devices

4.

Stereo rendering

5.

Techniques for real-time rendering

6.

Simple 3D interaction: navigation, selection, object manipulation, ...

7.

Complex 3D interaction: WIM, action-at-a-distance, RDW, ..

8.

Collision detection

9.

Force feedback

10.

Sound rendering

11.

Particle systems

12.

Spring-mass systems

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