Introduction to XR Systems ¶
Enroll to Introduction to XR Systems 2025
Course Contents ¶
- GETTING STARTED, 1%: Course info, Communication, HMDs
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Registration Tasks: Part 1
2025-01-15, 23:590.00 / 0.50
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Registration Tasks: Part 2
2025-01-17, 23:590.00 / 0.50
- Course Schedule, Deadlines at a Glance
- HOMEWORK, 55%
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HW1: The Room
2025-01-28, 23:590.00 / 11.00
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HW2: The Scope and Grabbing
2025-02-12, 23:590.00 / 22.00
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HW3: Hands and Physics Game
2025-02-27, 12:000.00 / 30.00
- ONLINE QUIZZES, 4%
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QUIZ 1: February 9th@15:15
2025-02-07, 19:000.00 / 2.00
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QUIZ 2: February 21th@16:00
2025-02-21, 19:000.00 / 2.00
- ONLINE FINAL EXAM, 40%
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EXAM ATTEMPT 1: March 11@11:59
2025-03-12, 12:000.00 / 40.00
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EXAM ATTEMPT 2: March 18@11:59
2025-03-19, 12:000.00 / 40.00
- LECTURES
WELCOME!¶
Dear students,
This course focuses on the software components of modern XR systems. In lectures, we will cover 3d modeling, rendering, tracking, and sensor fusion methods used by the modern XR systems. During labs, you will work with the latest VR headsets to complete multiple programming assignments in Unity3D. We expect students to come with a variety of backgrounds and we do not demand you have had particular background courses. We will cover all of the necessary topics throughout the course. Ask us if you are unsure. Please find more information about resources, schedule, and other important links below.
We are looking forward to working with you!
The course staff.
The course staff.
Course Objectives¶
Upon completion of the course, you will be able to:
- Recall all of the components of modern XR systems
- Understand the interaction between the hardware, software, and human senses during an XR experience.
- Understand how the choices in hardware and software components influence human perception and the quality of XR experiences.
- Identify challenges facing next generation XR systems.
- Develop a basic VR experience using Unity3D.
Course Topics¶
- Overview of XR hardware: projectors, screens, light field displays, retinal scanners, waveguides.
- Overview of XR systems software:
- 3D geometric modeling (Matrices, Euler angles, quaternions).
- rendering systems and methods (gaming engines, panoramas, telepresence).
- tracking systems and methods (inside-out and inside-in tracking, camera-based methods, lighthouse, natural and artificial markers). **IMU integration, sensor fusion.
- High level overview of human physiology, neuroscience, and human perception in relation to XR hardware and software.
Prerequisites¶
We expect students to come with a variety of backgrounds and we do not demand they have had particular background courses. It is important for you to assess whether you can handle the material. You can start by looking through the course info and the textbooks. Ask us if you are unsure.
Course Staff¶

