How unit 1 is examined
This unit covers what VR is, its history, paradigms, systems and interaction, and the geometry (models, translation, rotation, viewing, chaining) behind virtual worlds; no topic was asked recently, so learn each definition and formula.
Introduction to Virtual Reality
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Definition. <mark>Virtual reality is a computer-generated, three-dimensional environment that a user can enter and interact with in real time through sensory devices, so that the user feels present in it.</mark>
Key points.
- VR replaces the real world's sensory input with synthetic input, mainly sight and sound.
- It rests on three ideas: immersion, interaction and imagination.
- Head tracking updates the view as the user moves, which creates presence.
- Uses include training, medicine, games, design and education.
VR Basics
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Definition. VR basics are the core concepts that make a virtual world convincing: immersion, presence, interactivity and real-time response.
Key points.
- Immersion is the degree to which the system shuts out the real world and surrounds the senses.
- Presence is the user's feeling of actually being inside the virtual world.
- Interactivity lets the user change the world and see the result immediately.
- Real-time rendering must be fast, about 60-90 frames per second, or the user gets latency and motion sickness.
History of VR
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Definition. The history of VR is the development of devices that simulate an environment, from early simulators to modern head-mounted displays.
Key points.
- Morton Heilig built the Sensorama (1950s), a multisensory cinema booth.
- Ivan Sutherland created the first head-mounted display, the "Sword of Damocles", in 1968.
- The term "virtual reality" was popularised by Jaron Lanier in the 1980s (VPL Research, DataGlove).
- Cheap, high-quality headsets such as the Oculus Rift (2012 onwards) made VR consumer-ready.
VR paradigms
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Definition. A VR paradigm is a style of delivering a virtual experience, chosen by how the display and user are arranged.
Key points.
- Non-immersive (desktop) VR shows the world on an ordinary monitor.
- Semi-immersive VR uses large screens or projection, as in flight simulators.
- Fully immersive VR uses a head-mounted display with tracking.
- Augmented and mixed reality overlay virtual objects on the real world.
Collaboration
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Definition. Collaborative VR lets several users share one virtual world at the same time, seeing each other as avatars.
Key points.
- Users at distant places work together in one shared space.
- Each user is shown as an avatar, so others see their position and gestures.
- Network delay and state consistency between users are the main technical problems.
- Applications are joint design review, remote training and virtual meetings.
Virtual reality systems
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Definition. A VR system is the combination of hardware and software that generates the virtual world and links it to the user.
Key points.
- Input devices such as trackers, gloves and controllers capture the user's position and actions.
- The computer (VR engine) simulates the world and renders images for each eye.
- Output devices, such as a head-mounted display, speakers and haptics, present the world to the senses.
- Software includes the world database, the physics and the rendering engine.
User -> Input devices -> VR engine (simulate + render) -> Output devices -> User
Representation
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Definition. Representation is how the objects, users and behaviour of the virtual world are described inside the computer.
Key points.
- Objects are stored as geometric models (points, polygons, meshes) with colour and texture.
- Each object has a position and orientation in the world's coordinate frame.
- A scene graph organises objects hierarchically so a parent's movement moves its children.
- Level of detail reduces model complexity for far objects to keep rendering fast.
User interaction
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Definition. User interaction is the way the user navigates, selects and manipulates objects in the virtual world.
Key points.
- Navigation moves the user's viewpoint, by walking, flying or teleporting.
- Selection picks an object, for example by pointing a ray from the controller.
- Manipulation grabs, moves and rotates the selected object.
- Feedback (visual, audio, haptic) confirms each action to the user.
The Geometry of Virtual Worlds, Geometric Models
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Definition. A geometric model describes the shape of a virtual object using points (vertices), edges and faces in a 3D coordinate system.
Key points.
- The world is a 3D space with x, y, z axes, and every point has coordinates $(x,y,z)$.
- Surfaces are built from triangles, because three points always lie in one plane.
- A mesh is a set of triangles sharing vertices; it is the standard model in VR and graphics.
- Models are defined in their own local frame and then placed in the world.
Changing Position and Orientation
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Definition. Position is where an object is (translation) and orientation is how it is turned (rotation); together they are its pose.
Key points.
- Translation by $(t_x,t_y,t_z)$ gives $x'=x+t_x,\ y'=y+t_y,\ z'=z+t_z$.
- In 2D, rotation by angle $\theta$ about the origin is $x'=x\cos\theta-y\sin\theta,\ y'=x\sin\theta+y\cos\theta$.
- Rotation preserves lengths and angles; it is a matrix with determinant 1.
- Example: rotate $(1,0)$ by $90^\circ$ to get $(0,1)$, then translate by $(2,3)$ to get (2, 4).
Axis, Angle Representations of Rotation
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Definition. Any 3D rotation can be described by a unit axis vector $\mathbf{v}$ and an angle $\theta$ turned about that axis.
Key points.
- This avoids gimbal lock, which affects yaw-pitch-roll (Euler angle) rotations.
- Rodrigues' formula: $R = I\cos\theta + (1-\cos\theta)\,\mathbf{v}\mathbf{v}^T + \sin\theta\,[\mathbf{v}]_\times$.
- A unit quaternion $q=(\cos\frac{\theta}{2},\ \mathbf{v}\sin\frac{\theta}{2})$ stores the same rotation compactly.
- Quaternions are easy to interpolate, so VR engines use them for smooth head motion.
Viewing Transformations
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Definition. A viewing transformation converts world coordinates into the coordinates of the viewer's eye, so the scene is drawn from the user's viewpoint.
Key points.
- Moving the eye is equivalent to moving the whole world in the opposite way.
- The view matrix is the inverse of the eye's pose: $T_{view}=T_{eye}^{-1}$.
- For eye rotation $R$ and position $\mathbf{e}$, the view transform is $R^{T}(\mathbf{p}-\mathbf{e})$.
- VR draws it twice, once per eye, with the eyes about 6.4 cm apart.
Chaining the Transformations
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Definition. Chaining is combining several transformations into one by multiplying their matrices, so a point passes through all of them in a single step.
Key points.
- Transformations are applied as $p' = T_n\cdots T_2T_1\,p$; the rightmost matrix acts first.
- Matrix multiplication is not commutative, so rotate-then-translate differs from translate-then-rotate.
- A homogeneous $4\times4$ matrix holds both rotation and translation, which makes chaining possible.
- The full VR pipeline is model, world, view (eye) and then projection.
Last-minute revision
- Virtual reality is a computer-generated 3D world that the user interacts with in real time.
- The three I's: immersion, interaction, imagination.
- Sutherland built the first head-mounted display in 1968.
- Paradigms: non-immersive, semi-immersive, fully immersive.
- Triangles form the meshes used as geometric models.
- Translation adds $(t_x,t_y,t_z)$; 2D rotation uses $\cos\theta$ and $\sin\theta$.
- Axis-angle avoids gimbal lock; quaternion is $(\cos\frac{\theta}{2},\ \mathbf{v}\sin\frac{\theta}{2})$.
- View matrix is the inverse of the eye pose.
- Chained transforms: $p'=T_n\cdots T_1p$, order matters.
- VR needs 60-90 fps to avoid motion sickness.
Memory hooks
- 3 I's: Immersion, Interaction, Imagination.
- Triangle rule: three points, always flat, so meshes use triangles.
- Chain right to left: the matrix nearest the point acts first.
- Eye inverse: move the world, not the eye.
Coverage checklist
- Introduction to Virtual Reality: definition, three I's (no past questions).
- VR Basics: immersion, presence, interactivity (no past questions).
- History of VR: Sensorama, Sutherland, Lanier (no past questions).
- VR paradigms: non-, semi-, fully immersive (no past questions).
- Collaboration: shared avatars (no past questions).
- Virtual reality systems: input, engine, output (no past questions).
- Representation: models, scene graph (no past questions).
- User interaction: navigate, select, manipulate (no past questions).
- The Geometry of Virtual Worlds, Geometric Models: meshes (no past questions).
- Changing Position and Orientation: translation, rotation (no past questions).
- Axis, Angle Representations of Rotation: Rodrigues, quaternion (no past questions).
- Viewing Transformations: view matrix (no past questions).
- Chaining the Transformations: matrix product (no past questions).