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Interactive Graphic Systems

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

Others

Weekly hours

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

Competences

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.
  • 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
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    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
    0h
    Problems
    0h
    Laboratory
    0h
    Guided learning
    0h
    Autonomous learning
    0h

    Practical Virtual Reality

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

    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
    0h

    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.