Coursework at a Glance: Modules, Homework, Quizzes, the Final Project, and Exam¶
- Google spreadsheet for LECTURES SCHEDULE
Tasks | Readings / Due Date | |
MODULE 1: | Introduction, Bird's-Eye View | Ch. 1, 2 |
HW1: VR Cardboard Setup |
2024-08-16 23:59 | |
HW2: VR Critic |
2024-08-17 23:59 | |
QUIZ 1: Introduction, Bird's-Eye View |
2024-08-18 23:59 | |
MODULE 2: | Geometry of Virtual Worlds | Ch. 3 |
HW3: The Room |
2024-08-28 23:59 | |
QUIZ 2: Geometry of Virtual Worlds |
2024-09-01 23:59 | |
MODULE 3: | Light and Optics | Ch. 4 |
QUIZ 3: Light and Optics |
2024-09-08 23:59 | |
HW4: Twisters |
2024-09-11 23:59 | |
MODULE 4: | The Physiology of Human Vision | Ch. 5 |
QUIZ 4: The Physiology of Human Vision |
2024-09-15 23:59 | |
MODULE 5: | Visual Perception | Ch. 6, 12 |
HW5: Bad Visuals |
2024-09-18 23:59 | |
QUIZ 5: Visual Perception |
2024-09-22 23:59 | |
HW6: Bad Design |
2024-09-25 23:59 | |
MODULE 6: | Tracking Systems | Ch. 8, 9 |
QUIZ 6: Tracking Systems |
2024-09-29 23:59 | |
HW7: Color Perception |
2024-10-03 23:59 | |
MODULE 7: | Visual Rendering | Ch. 7 |
QUIZ 7: Visual Rendering |
2024-10-06 23:59 | |
HW8: Vection |
2024-10-09 23:59 | |
MODULE 8: | Audio | Ch. 11 |
QUIZ 8: Audio |
2024-10-13 23:59 | |
MODULE 9: | Interfaces | Ch. 13 |
QUIZ 9: Interfaces |
2024-10-20 23:59 | |
MODULE 10: | General Topics | |
The Final Exam: | Attempt 1 activates starting at 18:00 until |
2024-10-29 22:00 |
The Final Exam: | Attempt 2 activates starting at 18:00 until |
2024-11-01 22:00 |
The Final Project | 2024-11-03 23:59 |
Learning Materials¶
- Textbook: Virtual Reality, LaValle 2016.
- Lecture slides: IITM-Finland Certificate Course: Fundamentals of Virtual Reality.
- YouTube channel: IITM-Finland Certificate Course: Fundamentals of Virtual Reality.
- 2016 IIT Madras course: 2016 IIT Madras: Virtual Reality, by Steven M. LaValle.
Learning Modules¶
MODULE 1: Introduction and Bird’s-Eye View¶
Module Duration: 6 hours of lectures and quizzes.
Topics:
- Introduction to VR
- Definition of VR
- Historical perspective
- Bird's-eye view (general)
- Bird's-eye view (hardware)
- Bird's-eye view (software)
- Bird's-eye view (sensation and perception)
Instructors:
- Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
- Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
After completing this module, students will be able to set up and use a VR headset, run various VR applications, and gain an understanding of the critical components involved: hardware, software, and human perception. Students will also learn to critically evaluate VR applications based on best practice guidelines for VR development.
After completing this module, students will be able to set up and use a VR headset, run various VR applications, and gain an understanding of the critical components involved: hardware, software, and human perception. Students will also learn to critically evaluate VR applications based on best practice guidelines for VR development.
Applications of the Module:
Students will acquire essential skills necessary for developing more effective, comfortable, and advanced VR systems, applicable across the VR industry.
Students will acquire essential skills necessary for developing more effective, comfortable, and advanced VR systems, applicable across the VR industry.
MODULE 2: Geometry of Virtual Worlds¶
Module Duration: 6 hours of lectures and quizzes.
Topics:
- Geometric modeling
- Transforming models
- Matrix algebra and 2D rotations
- 3D rotations and yaw, pitch, and roll
- Axis-angle representations
- Quaternions
- Converting and multiplying rotations
- Homogeneous transforms
- The chain of viewing transforms
- Eye transforms
- Canonical view transform
- Viewport transform
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
After completing this module, students will master matrix algebra and quaternion operations to accurately represent and manipulate 3D models in virtual environments. They will gain a deep understanding of how these mathematical tools are used to facilitate complex transformations necessary for creating dynamic and interactive virtual worlds and for rendering these worlds.
After completing this module, students will master matrix algebra and quaternion operations to accurately represent and manipulate 3D models in virtual environments. They will gain a deep understanding of how these mathematical tools are used to facilitate complex transformations necessary for creating dynamic and interactive virtual worlds and for rendering these worlds.
Applications of the Module:
The skills acquired in this module are applicable across a wide range of fields, including game design, computer graphics, computer vision, robotics, and VR/XR applications.
The skills acquired in this module are applicable across a wide range of fields, including game design, computer graphics, computer vision, robotics, and VR/XR applications.
MODULE 3: Light and Optics¶
Module Duration: 3 hours of lectures and quizzes.
Topics:
- Three interpretations of light
- Refraction
- Simple lenses
- Diopters
- Imaging properties of lenses
- Lens aberrations
- The human eye optical system
- Vergence-accommodation mismatch in HMDs
- A simplified HMD model
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the physics of light propagation and its interaction with head-mounted displays (HMDs) and the human optical system. They will grasp how these interactions impact the quality and comfort of VR experiences, laying the foundation for more advanced studies in optical engineering.
Upon completing this module, students will understand the physics of light propagation and its interaction with head-mounted displays (HMDs) and the human optical system. They will grasp how these interactions impact the quality and comfort of VR experiences, laying the foundation for more advanced studies in optical engineering.
Applications of the Module:
This module outlines the fundamentals of optical engineering, which are crucial for the development of next-generation VR/XR optics.
This module outlines the fundamentals of optical engineering, which are crucial for the development of next-generation VR/XR optics.
MODULE 4: The Physiology of Human Vision¶
Module Duration: 5 hours of lectures and quizzes.
Topics:
- Photoreceptors
- Light intensity
- Sufficient resolution for VR
- Eye movements
- Eye movement issues for VR
- FOV for VR
- Neuroscience of vision
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand how photoreceptors and neural structures in the eyes and brain shape our perception of the external environment, essentially creating an optical illusion of reality. They will also learn how understanding human vision physiology is leveraged by VR technologies to engineer another kind of optical illusion: immersive virtual reality experiences.
Upon completing this module, students will understand how photoreceptors and neural structures in the eyes and brain shape our perception of the external environment, essentially creating an optical illusion of reality. They will also learn how understanding human vision physiology is leveraged by VR technologies to engineer another kind of optical illusion: immersive virtual reality experiences.
Applications of the Module:
This module covers the fundamentals of human vision physiology and neuroscience, essential for determining key VR display requirements such as screen resolution and field of view (FOV). These principles are crucial for VR developers to optimize the visual quality of VR systems.
This module covers the fundamentals of human vision physiology and neuroscience, essential for determining key VR display requirements such as screen resolution and field of view (FOV). These principles are crucial for VR developers to optimize the visual quality of VR systems.
MODULE 5: Visual Perception¶
Module Duration: 5 hours of lectures and quizzes.
Topics:
- Depth perception
- Panoramas
- Motion perception
- Perception of color
- Frame rates and displays
- Judder, flicker, and retinal image slip
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the importance of depth perception, color perception, and motion perception on designing comfortable and effective VR display technologies and perceptual experiences.
Upon completing this module, students will understand the importance of depth perception, color perception, and motion perception on designing comfortable and effective VR display technologies and perceptual experiences.
Applications of the Module:
This module delves into the fundamentals of perceptual processes, which are essential for future perceptual engineers working on advanced display technologies and developing VR experiences.
This module delves into the fundamentals of perceptual processes, which are essential for future perceptual engineers working on advanced display technologies and developing VR experiences.
MODULE 6: Tracking Systems¶
Module Duration: 6 hours of lectures and quizzes.
Topics:
- Vestibular System
- Optic Flow
- Vection
- Orientation tracking
- Tilt drift correction
- Yaw drift correction
- Tracking with a camera
- Perspective n-point problem
- Filtering
- Lighthouse approach
Instructors:
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
After completing this module the students will learn about various VR tracking systems and the human vestibular system, to understand how motion is being tracked in real world and in VR applications. The students will also learn how human senses interact with engineered sensors and the mathematical models and computations needed to perform accurate motion tracking and prevent drift.
After completing this module the students will learn about various VR tracking systems and the human vestibular system, to understand how motion is being tracked in real world and in VR applications. The students will also learn how human senses interact with engineered sensors and the mathematical models and computations needed to perform accurate motion tracking and prevent drift.
Applications of the Module:
This module provides foundational knowledge applicable in designing tracking technologies in various applications: from VR and robotics to automotive, aerospace, and military applications.
This module provides foundational knowledge applicable in designing tracking technologies in various applications: from VR and robotics to automotive, aerospace, and military applications.
MODULE 7: Visual Rendering¶
Module Duration: 4 hours of lectures and quizzes
Topics:
- Definition and fundamentals of VR rendering
- Graphics Pipeline in VR
- Stereoscopic Rendering
- Various Rendering Techniques for VR
- Texture Mapping and Material Rendering
- VR-specific Rendering Challenges
- Advanced Topics in VR Rendering
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will have a comprehensive understanding of the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences.
Upon completing this module, students will have a comprehensive understanding of the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences.
Applications of the Module:
This module outlines the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences used in popular VR applications/games.
This module outlines the principles, techniques, and challenges involved in rendering visuals for virtual reality experiences used in popular VR applications/games.
MODULE 8: Audio¶
Module Duration: 4 hours of lecture and Tutorial
Topics:
- Spatial Audio Fundamental
- Spatial Audio Rendering Techniques
- Interactive Design for VR
- Sound Design for VR
- Advanced Audio Rendering Techniques
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will become familiar with Spatial Audio Rendering Techniques and the challenges in incorporating spatial audio in VR..
Upon completing this module, students will become familiar with Spatial Audio Rendering Techniques and the challenges in incorporating spatial audio in VR..
Applications of the Module:
This module outlines the fundamentals of Spatial Audio and the design challenges in incorporating audio in VR environments.
This module outlines the fundamentals of Spatial Audio and the design challenges in incorporating audio in VR environments.
MODULE 9: Interfaces¶
Module Duration: 4 hours of lecture and Tutorial
Topics:
- Overview of Different VR Interfaces
- Principles of User Experience (UX) Design for VR
- Haptic Interfaces
- Multimodal Interfaces
- Advanced Interface Design Concepts
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Learning Outcomes:
Upon completing this module, students will have a proficiency in Interface Design Techniques and mastery of Interaction Modalities
Upon completing this module, students will have a proficiency in Interface Design Techniques and mastery of Interaction Modalities
Applications of the Module:
This module outlines the fundamentals of interface design and knowledge, skills, and abilities necessary to design immersive and user-centric VR interfaces that enhance user experiences in VR.
This module outlines the fundamentals of interface design and knowledge, skills, and abilities necessary to design immersive and user-centric VR interfaces that enhance user experiences in VR.
MODULE 10: General Topics¶
Module Duration: 4 hours of lecture and Tutorial
Topics:
- Challenges in VR
- VR and AI/IoT/5G/Edge/Blockchain
- VR for Training and Simulation
- VR for Healthcare
- VR for Media and Entertainment
- VR for Finance Sector
- VR for Architecture, Engineering, Construction
- Future Trends and Emerging Technologies
Instructors:
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. M.Manivannan, IIT Madras Faculty.
Dr. Kaushik Mitra, IIT Madras Faculty.
Dr. Anna LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Dr. Steve LaValle, University of Oulu Faculty, IITM Visiting Faculty.
Learning Outcomes:
Upon completing this module, students will understand the limitations of the current VR technologies and the current trend on how it is evolving.
Upon completing this module, students will understand the limitations of the current VR technologies and the current trend on how it is evolving.
Applications of the Module:
This module outlines the challenges in VR and the recent trends so that the students can expect next milestones in VR.
This module outlines the challenges in VR and the recent trends so that the students can expect next milestones in VR.
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