Interactive Graphic Systems

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Credits
6
Types
Compulsory
Requirements
This subject has not requirements, but it has got previous capacities
Department
CS
This course presents the algorithms and techniques required to develop and deploy virtual reality and augmented reality applications. The course will cover VR and AR hardware, stereoscopic vision, VR software development, 3D user interfaces, character animation and presence.

Teachers

Person in charge

  • Marta Fairen Gonzalez ( )

Others

  • Alejandro Beacco Porres ( )
  • Alejandro Ríos Jerez ( )
  • Alvaro Vinacua Pla ( )
  • Antonio Chica Calaf ( )
  • Carlos Andujar Gran ( )
  • Nuria Pelechano Gomez ( )
  • Pere Pau Vázquez Alcocer ( )

Weekly hours

Theory
2
Problems
0
Laboratory
2
Guided learning
0
Autonomous learning
0

Competences

Technical Competences of each Specialization

Especifics

  • CTE1 - Capability to model, design, define the architecture, implement, manage, operate, administrate and maintain applications, networks, systems, services and computer contents.
  • CTE10 - Capability to use and develop methodologies, methods, techniques, special-purpose programs, rules and standards for computer graphics.
  • CTE11 - Capability to conceptualize, design, develop and evaluate human-computer interaction of products, systems, applications and informatic services.
  • CTE12 - Capability to create and exploit virtual environments, and to the create, manageme and distribute of multimedia content.

Transversal Competences

Basic

  • CB6 - Ability to apply the acquired knowledge and capacity for solving problems in new or unknown environments within broader (or multidisciplinary) contexts related to their area of study.
  • CB9 - Possession of the learning skills that enable the students to continue studying in a way that will be mainly self-directed or autonomous.

Objectives

  1. Understand the concept of character, as with the simulation of motion of this character in a graphical environment and the problems arising in the simulation of crowds.
    Related competences: CTE1, CTE10, CTE12,
  2. Learn all concepts related to Virtual and Augmented Reality, its architecture and the related software and hardware.
    Related competences: CTE1, CTE10, CTE12, CB6, CB9,
  3. Being able to develop an application on a virtual or real + virtual 3D interaction.
    Related competences: CTE1, CTE10, CTE11, CTE12, CB9,
  4. Understand the concepts of 3D interaction and usability of systems in Virtual and Augmented Reality, and presence.
    Related competences: CTE1, CTE11, CTE12,

Contents

  1. Character animation.
    Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd.
  2. Virtual Reality - Introduction and architecture.
    Architecture of a Virtual Reality system. Applications.
  3. Virtual Reality - Devices.
    Input devices. Output devices. Haptic.
  4. Virtual reality - stereoscopy
    Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo.
  5. Virtual Reality - Software
    Virtual Reality Software. VR-Juggler. XVR.
  6. Augmented Reality
    Concept of augmented reality. Different architectures. Software: AR-Toolkit.
  7. 3D user interfaces.
    3D user interfaces. Selection and object manipulation. Navigation and control application.
  8. Usability and presence.
    Evaluation of usability. Usability tests. Sense of presence.
  9. Haptic Rendering
    Sentit del tacte. Dispositius hàptics. Algoritmes per rendering haptic.
  10. Augmented Reality - Software
    Software de Realitat Augmentada.

Activities

Activity Evaluation act


Character animation

Avatars. Simulation of motion of a character. Avoid collisions. Simulation of crowd.
Objectives: 1
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h

Partial review

Written examination of the view until the subject.
Objectives: 2
Week: 9
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
10h

Virtual Reality - Introduction and architecture.

Architecture of a Virtual Reality system. Applications.
Objectives: 2
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h

Virtual Reality - Devices.

Input devices. Output devices. Haptic.
Objectives: 2
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h

Virtual reality - stereoscopy

Concepts of depth perception. Generation of the stereoscopic pair. Stereo Active and passive stereo.
Objectives: 2
Contents:
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
2h

Virtual Reality - Software

Virtual Reality Software.
Objectives: 2 3
Contents:
Theory
0h
Problems
0h
Laboratory
8h
Guided learning
0h
Autonomous learning
8h

Augmented Reality

Concept of augmented reality. Different architectures.
Objectives: 2 3
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h

3D user interfaces.

3D user interfaces. Selection and object manipulation. Navigation and control application.
Objectives: 4
Contents:
Theory
6h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
6h

Usability and presence.

Evaluation of usability. Usability tests. Sense of presence.
Objectives: 4
Contents:
Theory
4h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
4h

Part-2 Exam

Partial examination of second part of theory and exercises for the course.
Objectives: 2 4 3 1
Week: 13
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
10h

Practical Virtual Reality

Practical exercise on Virtual Reality
Objectives: 2 3
Week: 10
Theory
0h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
17h

Practice of Augmented Reality

Practical exercise on Augmented Reality
Objectives: 2 4 3
Week: 15
Theory
0h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
17h

Haptic Rendering



Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
2h

Augmented Reality - Software



Theory
0h
Problems
0h
Laboratory
8h
Guided learning
0h
Autonomous learning
8h

Teaching methodology

The course will be based on weekly theory classes (2h) and fortnightly laboratory (2 hours each fortnight).

In theory classes will introduce the concepts of the subject and where appropriate will be exercises and examples that may help in achieving the theoretical concepts and practical.

Students are expected to prepare additional materials will be provided during the year in the form of notes or references (bibliographic or web) to prepare examinations and laboratory practice.

In the lab, introduced the software to use and will consider the practices that students must develop and deliver. A part-time laboratory where students will focus on solving the practical help of the teacher raised.

Evaluation methodology

The evaluation of the course is given by the combination of theoretical and practical part.

The theory is evaluated with 2 written exams, the first at 7 weeks of the course and the second at week 14. Both will have a 50% of the theoretical part of the course.

NT = + 0.5 * 0.5 * NPrimerExamen NSegonExamen

The practical part will be evaluated by two parts: the first will evaluate everything that has to do with Virtual Reality (NP1) and the second wit Augmented Reality and 3D interaction and usability (NP2). The two notes of the practical parts are coptaram 50% each.

NP = + 0.5 * 0.5 * NP1 NP2

Finally the final grade for the course is calculated as 40% of the practice and 60% of the theoretical part. Therefore the final grade:

NF = 0.4 * 0.6 * NP + NT

Bibliography

Basic:

Previous capacities

Capabilities equivalent to the level of subject IDI Computer:

- Learn the basics of Computer Graphics.

- Ability to program in a high-level programming language and object-oriented (C++ or C#).

- Understand concepts of linear algebra, in particular foundations of geometric transformations and matrix calculus.