![]()
14. Introduction to Virtual Reality
Full Day / Beginning
An introduction to virtual reality using immersive displays. This course covers system requirements, hardware, design of applications, and implementation of virtual worlds. The emphasis is on practical issues that must be addressed to begin working in virtual environments.
Who Should Attend
Those who wish to create immersive virtual environments.Organizers
Anselmo Lastra
Henry Fuchs
University of North Carolina at Chapel HillLecturers
Pat Gelband
Sense8Stephen Ghee
Division LimitedHans Weber
University of North Carolina at Chapel HillRandy Pausch
University of Virginia
Schedule
8:30 am: Introduction - Fuchs
Course overview
Components of a VR system9:00 am: Hardware - Lastra
This section briefly describes technologies used in commercially available systems, concentrating on the basic knowledge necessary to judge the tradeoffs that must be made when purchasing hardware. We will show key specifications of the major commercial products available on the market at the time the notes go to press.
Head-Mounted Displays
Specifications, such as field of view
What to expect from HMDs
Survey of commercial HMDsImage Generators
What types of systems you can use for VR
Important specs, such as fill rate
How to generate separate frames for stereo
Survey of IGs
10:00 am: Break
10:15 am: Hardware (continued) - Lastra
TrackersMagnetic tracker technology
Limitations and problems
Survey of trackersInput devices
Sound10:40 am: What can you do in a Virtual World? - Weber
So you've just blown your budget on state-of-the-art VR equipment, now what do you do? How do you turn this high priced View Master into a fully immersive, interactive virtual environment?
The design of virtual worlds
Coordinate Systems for VR
Modes of interaction, tools, etc.12:00 noon: Break
1:30 pm: Alice, a rapid-prototyping development environment - Pausch
System overview
The separation of rendering from simulationRunning simulations with Alice
Python, a high-level interpreted language
Class libraries
Cameras, lights, heads-up-displays
Handling text
The importance of two-handed interaction techniques
Voice and soundProgramming Examples
2:30 pm: Distributed Virtual Reality - dVS - Ghee
dVISE, a virtual design environment3:00 pm: Break
3:15 pm: Distributed Virtual Reality - dVS (continued) - Ghee
Principles of networked virtual environments3:50 pm: Virtual Environment Development with WorldToolKit - Gelband
Creating geometry
Loading DXF, 3DS, OBJ files
Constructing geometry interactivelyViewpoint configuration
Adding sensors
Viewpoint parametersPlacing dynamic objects
Sensor constraints
Object snap-toConfiguring objects
Scaling and deforming objects
Object hierarchiesAdding behavior to objects
Collision detection
Pathing and terrain followingOptimizing performance
Object simplification and level-of-detail4:50 pm: Conclusion - Lastra
Courses | This Web Site
Final SIGGRAPH 96 Web site update: 25 October 1996.
For complete information on the next conference and exhibition, see: http/www.siggraph.org/s97/