Virtual Reality (VR)
& Computer
Graphics
• Virtual Reality (VR) and Computer
Graphics (CG) are closely related fields
that focus on creating immersive digital
experiences.
• VR relies heavily on advanced computer
graphics techniques to simulate realistic
environments and interactive experiences.
What is Virtual Reality (VR)?
• VR is a technology that immerses
users in a simulated 3D
environment using head-mounted
displays (HMDs) like the Meta
Quest, HTC Vive, or PlayStation VR.
• It provides a sense of presence,
making users feel as if they are
inside the virtual world.
Role of Computer Graphics in VR
• 3D Modeling – Creating virtual objects and
environments using tools like Blender, Maya, or 3ds
Max.
• Rendering – Converting 3D models into high-quality
images or real-time graphics using engines like
Unreal Engine and Unity.
• Lighting & Shading – Simulating how light interacts
with surfaces to create realism.
• Physics Simulation – Adding real-world physics like
gravity, collision, and fluid dynamics for realism.
• Real-Time Rendering – Generating visuals instantly
to ensure smooth VR experiences.
Key Technologies in VR Computer Graphics
1.Game Engines – Unity, Unreal Engine, and CryEngine
power most VR applications.
2.Graphics APIs – OpenGL, Vulkan, and DirectX help in
rendering VR graphics efficiently.
3.Shaders & Textures – Enhance visual details and
realism.
4.AI & Machine Learning – Improve realism in
animations, physics, and procedural generation.
Applications of VR & Computer Graphics
1.Gaming & Entertainment – Immersive VR
games and simulations.
2.Healthcare – VR training for surgeons, therapy,
and rehabilitation.
3.Education & Training – Virtual labs, flight
simulators, and industrial training.
4.Architecture & Design – Virtual walkthroughs
of buildings before construction.
5.Metaverse & Social VR – Virtual social spaces
and online collaboration.
Real time Computer
Graphics
• Real-time computer graphics refers to the
process of generating and rendering images
instantly, typically at high frame rates, to
create smooth and interactive visual
experiences.
• This technology is widely used in video
games, virtual reality (VR), augmented
reality (AR), simulations, and interactive
applications.
Key Features of Real-Time Graphics
• High Performance – Needs fast rendering (often
30-120 frames per second) to ensure smooth
visuals.
• Low Latency – Critical for VR, gaming, and
interactive applications to provide instant
feedback.
• Realistic or Stylized Rendering – Uses advanced
lighting, shading, and physics to enhance visuals.
• Optimized for Hardware – Runs on GPUs
(Graphics Processing Units) like NVIDIA, AMD, or
Intel GPUs.
Core Technologies in Real-Time Rendering
1. Game Engines & Graphics Engines
• Unreal Engine – High-quality real-time
rendering with photorealistic graphics.
• Unity – Popular for games, VR/AR, and
simulations.
• CryEngine – Known for advanced lighting and
realistic environments.
• Godot – Open-source engine for 2D/3D game
development.
Core Technologies in Real-Time Rendering
2. Graphics APIs (Application Programming
Interfaces)
• DirectX (by Microsoft) – Used in Windows and
Xbox game development.
• OpenGL – Cross-platform API for real-time
graphics.
• Vulkan – Low-level API with better
performance and efficiency.
• Metal (by Apple) – Optimized for macOS and
iOS graphics.
Core Technologies in Real-Time Rendering
3. Rendering Techniques
• Rasterization – Fast rendering method used in
most real-time applications.
• Ray Tracing – Advanced technique for realistic
lighting, but computationally expensive (used
in modern GPUs with hardware acceleration).
• Global Illumination – Simulates realistic light
behavior (bounce lighting, reflections,
shadows).
Applications of Real-Time Computer Graphics
• Gaming – 3D games with high frame rates for smooth
player interaction.
• Virtual & Augmented Reality (VR/AR) – Immersive
experiences requiring real-time rendering.
• Simulation & Training – Flight simulators, medical
training, and architectural visualization.
• Movies & Animation – Some real-time rendering
techniques are used for previsualization.
• Metaverse & AI-Driven Graphics – Interactive virtual
environments and real-time AI-generated assets.
Flight Simulation
• Flight simulation in virtual reality (VR) is one of
the most immersive ways to experience flying,
whether for casual fun, serious training, or
combat missions.
• VR allows you to feel like you're truly inside
the cockpit, looking around naturally and
interacting with controls more intuitively.
• With a VR headset, you can look around freely,
interact with controls using motion controllers
or physical peripherals, and get a much greater
sense of depth and scale compared to a
standard monitor setup.
Key Aspects of VR Flight Simulation
Immersion & Realism
• 360-degree head tracking allows you to look
around the cockpit naturally.
• Depth perception improves situational
awareness, making landings and maneuvers
more intuitive.
• Instruments, controls, and switches feel
more natural to interact with in VR.
Key Aspects of VR Flight Simulation
Best VR Flight Simulators
• Microsoft Flight Simulator (MSFS 2020) – The most
visually stunning and realistic civilian flight sim.
• DCS World – A military combat flight simulator with
high-fidelity aircraft and combat scenarios.
• X-Plane 12 – Known for realistic flight physics and
widely used for training.
• Aerofly FS 4 – Offers smooth performance and
great VR support.
• VTOL VR – A VR-native combat flight sim with
interactive cockpit controls.
Key Aspects of VR Flight Simulation
Recommended VR Headsets & Hardware
For smooth VR performance, a powerful PC is
recommended:
• GPU: RTX 3080 / 4080 or better for high
settings.
• CPU: Intel i7-12700K / AMD Ryzen 5800X or
better.
• RAM: 32GB is ideal for MSFS and DCS.
Key Aspects of VR Flight Simulation
HOTAS & Flight Controls
• Thrustmaster TCA Airbus/Boeing Yoke – Ideal
for civilian flight sims.
• Thrustmaster Warthog HOTAS – Premium
choice for military sims.
• Logitech G X56 HOTAS – Mid-range option for
space and flight sims.
• Rudder Pedals (Thrustmaster/Logitech / MFG
Crosswind) – Essential for realistic flight control.
Key Aspects of VR Flight Simulation
Motion Sickness Considerations
• Some users experience discomfort in
VR flight, especially during rapid
maneuvers.
• Options like gradual camera
movement, VR comfort settings, and
acclimating over time can help.
Virtual World
Space
• A virtual world space in virtual reality
(VR) refers to a fully immersive 3D
environment where users can move,
interact, and explore as if they were
physically present.
• This concept is used in various
applications, from gaming and
simulations to social interactions,
professional training, and the metaverse.
Key Features of Virtual World Space in VR
Immersive 3D Environments
• Users experience depth, scale, and
presence in a simulated world.
• Virtual spaces can be as small as a room
or as large as an entire galaxy.
• Some worlds are static (fixed
environments), while others are
dynamic (changing over time).
Key Features of Virtual World Space in VR
Interaction & Navigation
• 6DoF (Six Degrees of Freedom): Move in all
directions (up/down, left/right,
forward/backward) and rotate your head
naturally.
• Hand-tracking / Motion Controllers: Interact
with objects and other users intuitively.
• Teleportation & Locomotion Options: Walk,
fly, or teleport inside the VR space to avoid
motion sickness.
Common Applications of Virtual World Spaces
• Gaming & Entertainment
• Flight & Space Simulation
• Social & Metaverse
• Architecture & Design
• Training & Education
Hardware for VR World Spaces
• VR Headsets: Meta Quest 3, HTC Vive Pro 2,
Valve Index, Pimax, HP Reverb G2.
• Tracking & Input: Full-body tracking, hand
tracking, VR gloves, or haptic suits for
deeper immersion.
• Computing Power: High-end GPUs (RTX
3080+ recommended) and strong CPUs for
smooth performance in expansive VR
environments.
The Future of Virtual Worlds in VR
• Metaverse Expansion: Persistent,
interconnected digital spaces for work, play,
and socializing.
• AI-Powered Worlds: Procedural generation
and AI-driven Non-Playable Characters
(NPCs) to create dynamic experiences.
• Haptic Feedback & Smell Tech: Deeper
sensory immersion using haptic vests,
gloves, and even scent simulation.
Positioning the
Virtual observer
• “Positioning the Virtual Observer” in
virtual reality (VR) refers to
determining where and how the
user's perspective is placed within a
virtual environment.
• This positioning impacts immersion,
interaction, and overall user
experience.
Key Aspects of Virtual Observer Positioning in VR
First-Person vs. Third-Person View
• First-Person Perspective: The observer
sees through the eyes of the virtual
character (e.g., cockpit view in a flight
sim).
• Third-Person Perspective: The observer
sees their avatar from an external
viewpoint (common in VR social apps).
Key Aspects of Virtual Observer Positioning in VR
Tracking & Head Movement
• 6DoF (Six Degrees of Freedom): Allows
movement in all directions and head
rotation.
• Positional Tracking: Determines where the
user is in the virtual space using inside-out
(camera-based) or outside-in (external
sensor) tracking.
Key Aspects of Virtual Observer Positioning in VR
Locomotion & Comfort Considerations
• Teleportation: Reduces motion sickness by
allowing instant movement.
• Smooth Locomotion: Simulates walking but may
cause discomfort in some users.
• Seated vs. Room-Scale VR: Some experiences
require full-room movement, while others are
designed for seated users (like racing and flight
sims).
Key Aspects of Virtual Observer Positioning in VR
Applications in Flight Simulation & Virtual
Environments
• Flight Sims (MSFS, DCS, X-Plane): The observer
is typically inside a fixed cockpit but can lean and
move within the space.
• Architectural Visualization: The observer moves
through a virtual building to explore layouts.
• VR Training & Simulations: Positioning is crucial
for safety training, medical simulations, and
military applications.
The Perspective
projection
What is Perspective projection?
• Perspective projection is a technique used in
computer graphics to simulate how objects
appear smaller as they move further from the
observer.
• This mimics real-world depth perception,
creating a sense of three-dimensionality on a
two-dimensional display.
• In VR, perspective projection plays a crucial role
in rendering realistic environments.
How Perspective projection works in VR?
• VR systems use perspective projection to
transform 3D scenes into 2D images displayed
on the headset’s screens.
• The main components involved include:
– Field of View (FoV)
– Projection Matrix
– Depth Perception
– Head Tracking & Camera Positioning
How Perspective projection works in VR?
1. Field of View (FoV):
– Defines the extent of the virtual world visible to the
user.
– A wider FoV enhances immersion by replicating
human vision.
2. Projection Matrix:
– Converts 3D coordinates into 2D screen
coordinates.
– Uses depth information to maintain proper
proportions and depth cues.
How Perspective projection works in VR?
3. Depth Perception:
– Objects farther away appear smaller, creating a
realistic sense of space.
– Depth cues, such as shading and occlusion, reinforce
3D perception.
4. Head Tracking & Camera Positioning:
– The virtual camera adjusts dynamically based on
head movements.
– Ensures a natural viewing experience as the
perspective shifts accordingly.
Importance of Perspective projection in VR?
• Enhances Immersion:
– Makes virtual worlds feel more natural and engaging.
• Improves Spatial Awareness:
– Helps users judge distances accurately.
• Supports Interaction:
– Essential for realistic object manipulation and
navigation.
Human vision
Human Vision in Virtual Reality (VR)
• Virtual reality aims to replicate human vision as
closely as possible to create an immersive
experience.
• This involves simulating how the human eye
perceives depth, movement, and spatial
relationships.
• Several factors contribute to how VR mimics
human vision.
1.Field of View (FoV)
• The human eye has a natural field of view of
about 200–220 degrees, with both eyes
combined.
• However, most VR headsets provide a narrower
FoV of 90–120 degrees, limiting peripheral vision.
Effect in VR:
• A wider FoV enhances immersion but
requires better hardware and rendering.
• Limited FoV in VR may cause a "tunnel
vision" effect.
2. Stereoscopic Vision & Depth Perception
• Humans perceive depth using binocular disparity
—the difference in images between the two eyes.
• VR headsets use stereoscopic rendering by
displaying slightly different images to each eye,
mimicking real-world depth perception.
Effect in VR:
• Enhances the feeling of distance and scale in the
virtual environment.
• Essential for interactions like grabbing objects
or navigating virtual spaces.
3. Motion Parallax & Head Tracking
• In the real world, objects closer to us move
faster than distant objects when we move our
heads.
• VR headsets track head movements to adjust
the perspective in real time, creating motion
parallax similar to real-world vision.
Effect in VR:
• Provides realistic depth cues when moving
around.
• Enhances spatial awareness and immersion.
4. Frame Rate & Motion Sickness
• The human eye perceives motion smoothly at frame
rates of 60 FPS and above.
• VR headsets typically aim for 90–120 FPS to prevent lag
and motion sickness.
• Lower frame rates can cause latency, making movement
feel unnatural and potentially leading to dizziness.
Effect in VR:
• Higher frame rates reduce motion sickness and
discomfort.
• Smooth motion ensures natural interaction and
reduces disorientation.
5. Peripheral Vision & Foveated Rendering
• Most VR headsets don’t fully replicate human
peripheral vision.
• However, foveated rendering is a technique
that prioritizes rendering details in the center
of vision while reducing detail in peripheral
areas.
Effect in VR:
• Improves performance by optimizing GPU usage.
• Can be combined with eye-tracking to enhance
realism.
6. Accommodation & Vergence Conflict
• In the real world, our eyes focus
(accommodation) and converge at the same
distance.
• However, in VR, the screen is fixed at a set
distance, which can cause an unnatural conflict.
Effect in VR:
• May cause eye strain over long periods.
• Newer VR technologies aim to introduce
varifocal displays to reduce this issue.
Stereo perspective
projection
What is Stereo Perspective Projection?
• Stereo perspective projection is a technique
used in VR to create a 3D effect by
rendering two slightly different images—
one for each eye.
• These images simulate the way human
eyes perceive depth, leading to a realistic
and immersive virtual experience.
How it works in VR?
Binocular Disparity:
• Each eye sees the world from a slightly different
angle.
• The brain merges these images to perceive depth.
Dual-Viewport Rendering:
• VR headsets generate two distinct views of a scene:
one for the left eye and one for the right.
• These views are offset based on the user's
interpupillary distance (IPD).
How it works in VR?
Projection Matrices:
• Two different projection matrices transform 3D
objects into 2D screen images for each eye.
• The slight variation in these projections creates a
stereoscopic effect.
Head Tracking Integration:
• As the user moves their head, both images adjust
dynamically.
• This ensures a consistent perspective and enhances
immersion.
Why Is Stereo Perspective Projection
Important in VR?
• Enhances Depth Perception – Objects appear at
realistic distances.
• Improves Spatial Awareness – Helps users navigate
and interact naturally.
• Essential for Immersion – Makes virtual
environments feel real.
• Supports Hand and Object Interaction – Crucial for
grabbing or manipulating virtual objects.
3D clipping
• 3D clipping in virtual reality (VR) is a
process that determines which parts of a
3D scene should be rendered or discarded
based on their position relative to the
camera's view.
• This helps improve performance and
maintain immersion by preventing
unnecessary rendering.
key aspects of 3D clipping in VR
1. Near and Far Clipping Planes
• These define the range within which objects are
visible.
• Objects closer than the near clipping plane or
farther than the far clipping plane are not
rendered.
• Setting these planes correctly prevents visual
artifacts and improves performance.
key aspects of 3D clipping in VR
2. Frustum Clipping
• The VR camera has a view frustum (a pyramid-like
volume).
• Objects outside this frustum are clipped to avoid
rendering things that aren't visible.
• This is crucial in VR since rendering unnecessary
objects can cause performance issues and motion
sickness.
key aspects of 3D clipping in VR
3. Clipping and Stereo Rendering
• VR requires rendering two images (one for each
eye).
• Clipping must be applied consistently across both
views to avoid inconsistencies that could break
immersion.
• Special care is needed to prevent "disocclusion"
artifacts where one eye sees a clipped object
while the other doesn’t.
key aspects of 3D clipping in VR
4. Portal and Occlusion Clipping
• Advanced techniques like portal rendering or
occlusion culling improve VR performance.
• Objects blocked by walls or other geometry are
not rendered, reducing GPU workload.
key aspects of 3D clipping in VR
5. Z-Fighting and Clipping Artifacts
• Z-fighting occurs when two polygons of different colors
overlap in the same location on the Z-axis and fight for
who will color screen pixels.
• Poorly set clipping planes can cause Z-fighting, where two
surfaces flicker due to depth buffer precision issues.
• This is more noticeable in VR due to head tracking and
stereo rendering.
• Solutions include increasing near plane distance or using
floating-point depth buffers.
key aspects of 3D clipping in VR
6. User-Driven Clipping (Hands & Controllers)
• In VR, users may move their hands or
controllers through objects.
• Proper clipping or depth-based masking is
needed to ensure realism
• Some engines use stencil buffers or depth
culling to improve hand-object
interactions.
Color Theory
• Color theory plays a crucial role in VR,
influencing immersion, usability, and
emotional impact.
• Because VR is an interactive 3D
environment, colors not only affect
aesthetics but also impact depth
perception, focus, and comfort.
Color and Depth Perception in VR
Since VR creates a sense of depth, colors can
enhance or hinder depth perception.
• Cool colors (blue, green, purple) tend to recede into
the background.
• Warm colors (red, orange, yellow) appear closer to
the viewer.
• Using this contrast can guide users' attention and
improve spatial understanding.
• Example: A VR game may use warm colors for
interactive objects and cool colors for distant
landscapes.
Contrast and Readability
Text and UI elements in VR must be highly
readable to prevent strain.
• High contrast (black/white, complementary colors)
improves visibility.
• Low contrast can make objects blend into the
environment, which might be useful for subtle UI
elements.
• Avoid pure white, as it can cause glare in VR
headsets.
• Example: A VR menu should have sufficient
contrast without being too bright to avoid eye
fatigue.
Psychological and Emotional Impact
Colors influence emotions, which is crucial in
immersive VR storytelling.
• Red → Intensity, urgency, danger.
• Blue → Calm, trust, stability.
• Green → Nature, health, safety.
• Yellow → Energy, caution, optimism.
• Example: A VR meditation app might use soft
blues and greens, while a horror game might
rely on deep reds and shadows.
Avoiding Motion Sickness with Color
Poor color choices can contribute to VR motion
sickness.
• Avoid high-contrast patterns (e.g., black-and-
white stripes) that can cause discomfort.
• Reduce blue light intensity to prevent eye strain.
• Use muted, natural colors for backgrounds to
create a more comfortable viewing experience.
• Example: A VR roller coaster game should
avoid excessive flashing colors or rapid
contrast shifts.
Color in Lighting and Shadows
• Lighting is essential for realism and mood in VR.
• Soft lighting creates a more natural and
comfortable environment.
• Directional lighting with warm and cool tones
enhances realism.
• Shadows should be soft and dynamic to help with
depth perception.
• Example: A VR sunset scene should mix warm
oranges and cool purples to mimic real-world
lighting.
UI & UX Design with Color in VR
Traditional UI color rules don’t always work in VR
because users interact in 3D space.
• Use bold, easily distinguishable colors for
interface elements.
• Avoid overwhelming users with too many bright or
saturated colors.
• Make sure UI elements remain visible against
different backgrounds.
• Example: A floating VR menu should use semi-
transparent panels with soft color gradients for
better integration with the scene.
Simple 3D
Modelling
• Creating 3D models in VR is an intuitive
and immersive way to design objects.
• Instead of using a traditional 2D screen
and mouse, you can sculpt, draw, and
manipulate 3D shapes directly in a
virtual space.
🛠 VR 3D Modeling Tools
• There are several user-friendly VR applications for
modeling:
• Gravity Sketch – Great for freehand sketching and 3D design.
• Tilt Brush (by Google) – Originally for painting in 3D, but useful
for sketching forms.
• Adobe Substance Modeler – Focuses on VR sculpting and
organic modeling.
• Medium by Adobe – Ideal for sculpting with clay-like tools.
• Masterpiece Studio – Good for both sculpting and rigging
models.
• These tools allow you to create models in VR and
export them for further use in game engines like
Unity or Unreal.
🏗 Basic Modeling Techniques
• Primitive Shapes – Start with basic cubes, spheres, and
cylinders, then reshape them.
• Sculpting – Push, pull, smooth, and carve virtual clay for
organic forms.
• Extrusion – Pull faces or edges of a shape to extend
them.
• Lathe Modeling – Spin a shape around an axis to create
objects like vases or wheels.
• Layering & Assembly – Combine multiple pieces to build
complex objects.
• Example: To make a chair, start with a cube for the seat,
cylinders for the legs, and a rectangle for the backrest.
✋Interacting with 3D Models in VR
• In VR, your hands (or controllers) become tools for:
🖌 Drawing & Sculpting – Create organic shapes with freehand
strokes.
🔄 Scaling & Rotating – Easily resize or spin objects with gestures.
📏 Snapping & Grid Aligning – Helps in making precise, structured
designs.
🎭 Texturing & Painting – Some apps allow you to color models
directly in VR.
Exporting Models for Further Use
• Once your model is ready, you can export it
in formats like:
• OBJ / FBX – Standard 3D formats for Unity,
Blender, Unreal Engine.
• GLTF / USDZ – Good for AR/VR applications
and web compatibility.
• Example: You can create a simple VR model,
export it, and import it into a Unity VR
game.
Virtual Reality and Computer Graphics Slides.pptx

Virtual Reality and Computer Graphics Slides.pptx

  • 1.
    Virtual Reality (VR) &Computer Graphics
  • 2.
    • Virtual Reality(VR) and Computer Graphics (CG) are closely related fields that focus on creating immersive digital experiences. • VR relies heavily on advanced computer graphics techniques to simulate realistic environments and interactive experiences.
  • 3.
    What is VirtualReality (VR)? • VR is a technology that immerses users in a simulated 3D environment using head-mounted displays (HMDs) like the Meta Quest, HTC Vive, or PlayStation VR. • It provides a sense of presence, making users feel as if they are inside the virtual world.
  • 4.
    Role of ComputerGraphics in VR • 3D Modeling – Creating virtual objects and environments using tools like Blender, Maya, or 3ds Max. • Rendering – Converting 3D models into high-quality images or real-time graphics using engines like Unreal Engine and Unity. • Lighting & Shading – Simulating how light interacts with surfaces to create realism. • Physics Simulation – Adding real-world physics like gravity, collision, and fluid dynamics for realism. • Real-Time Rendering – Generating visuals instantly to ensure smooth VR experiences.
  • 5.
    Key Technologies inVR Computer Graphics 1.Game Engines – Unity, Unreal Engine, and CryEngine power most VR applications. 2.Graphics APIs – OpenGL, Vulkan, and DirectX help in rendering VR graphics efficiently. 3.Shaders & Textures – Enhance visual details and realism. 4.AI & Machine Learning – Improve realism in animations, physics, and procedural generation.
  • 6.
    Applications of VR& Computer Graphics 1.Gaming & Entertainment – Immersive VR games and simulations. 2.Healthcare – VR training for surgeons, therapy, and rehabilitation. 3.Education & Training – Virtual labs, flight simulators, and industrial training. 4.Architecture & Design – Virtual walkthroughs of buildings before construction. 5.Metaverse & Social VR – Virtual social spaces and online collaboration.
  • 7.
  • 8.
    • Real-time computergraphics refers to the process of generating and rendering images instantly, typically at high frame rates, to create smooth and interactive visual experiences. • This technology is widely used in video games, virtual reality (VR), augmented reality (AR), simulations, and interactive applications.
  • 9.
    Key Features ofReal-Time Graphics • High Performance – Needs fast rendering (often 30-120 frames per second) to ensure smooth visuals. • Low Latency – Critical for VR, gaming, and interactive applications to provide instant feedback. • Realistic or Stylized Rendering – Uses advanced lighting, shading, and physics to enhance visuals. • Optimized for Hardware – Runs on GPUs (Graphics Processing Units) like NVIDIA, AMD, or Intel GPUs.
  • 10.
    Core Technologies inReal-Time Rendering 1. Game Engines & Graphics Engines • Unreal Engine – High-quality real-time rendering with photorealistic graphics. • Unity – Popular for games, VR/AR, and simulations. • CryEngine – Known for advanced lighting and realistic environments. • Godot – Open-source engine for 2D/3D game development.
  • 11.
    Core Technologies inReal-Time Rendering 2. Graphics APIs (Application Programming Interfaces) • DirectX (by Microsoft) – Used in Windows and Xbox game development. • OpenGL – Cross-platform API for real-time graphics. • Vulkan – Low-level API with better performance and efficiency. • Metal (by Apple) – Optimized for macOS and iOS graphics.
  • 12.
    Core Technologies inReal-Time Rendering 3. Rendering Techniques • Rasterization – Fast rendering method used in most real-time applications. • Ray Tracing – Advanced technique for realistic lighting, but computationally expensive (used in modern GPUs with hardware acceleration). • Global Illumination – Simulates realistic light behavior (bounce lighting, reflections, shadows).
  • 13.
    Applications of Real-TimeComputer Graphics • Gaming – 3D games with high frame rates for smooth player interaction. • Virtual & Augmented Reality (VR/AR) – Immersive experiences requiring real-time rendering. • Simulation & Training – Flight simulators, medical training, and architectural visualization. • Movies & Animation – Some real-time rendering techniques are used for previsualization. • Metaverse & AI-Driven Graphics – Interactive virtual environments and real-time AI-generated assets.
  • 14.
  • 15.
    • Flight simulationin virtual reality (VR) is one of the most immersive ways to experience flying, whether for casual fun, serious training, or combat missions. • VR allows you to feel like you're truly inside the cockpit, looking around naturally and interacting with controls more intuitively. • With a VR headset, you can look around freely, interact with controls using motion controllers or physical peripherals, and get a much greater sense of depth and scale compared to a standard monitor setup.
  • 16.
    Key Aspects ofVR Flight Simulation Immersion & Realism • 360-degree head tracking allows you to look around the cockpit naturally. • Depth perception improves situational awareness, making landings and maneuvers more intuitive. • Instruments, controls, and switches feel more natural to interact with in VR.
  • 17.
    Key Aspects ofVR Flight Simulation Best VR Flight Simulators • Microsoft Flight Simulator (MSFS 2020) – The most visually stunning and realistic civilian flight sim. • DCS World – A military combat flight simulator with high-fidelity aircraft and combat scenarios. • X-Plane 12 – Known for realistic flight physics and widely used for training. • Aerofly FS 4 – Offers smooth performance and great VR support. • VTOL VR – A VR-native combat flight sim with interactive cockpit controls.
  • 18.
    Key Aspects ofVR Flight Simulation Recommended VR Headsets & Hardware For smooth VR performance, a powerful PC is recommended: • GPU: RTX 3080 / 4080 or better for high settings. • CPU: Intel i7-12700K / AMD Ryzen 5800X or better. • RAM: 32GB is ideal for MSFS and DCS.
  • 19.
    Key Aspects ofVR Flight Simulation HOTAS & Flight Controls • Thrustmaster TCA Airbus/Boeing Yoke – Ideal for civilian flight sims. • Thrustmaster Warthog HOTAS – Premium choice for military sims. • Logitech G X56 HOTAS – Mid-range option for space and flight sims. • Rudder Pedals (Thrustmaster/Logitech / MFG Crosswind) – Essential for realistic flight control.
  • 20.
    Key Aspects ofVR Flight Simulation Motion Sickness Considerations • Some users experience discomfort in VR flight, especially during rapid maneuvers. • Options like gradual camera movement, VR comfort settings, and acclimating over time can help.
  • 21.
  • 22.
    • A virtualworld space in virtual reality (VR) refers to a fully immersive 3D environment where users can move, interact, and explore as if they were physically present. • This concept is used in various applications, from gaming and simulations to social interactions, professional training, and the metaverse.
  • 23.
    Key Features ofVirtual World Space in VR Immersive 3D Environments • Users experience depth, scale, and presence in a simulated world. • Virtual spaces can be as small as a room or as large as an entire galaxy. • Some worlds are static (fixed environments), while others are dynamic (changing over time).
  • 24.
    Key Features ofVirtual World Space in VR Interaction & Navigation • 6DoF (Six Degrees of Freedom): Move in all directions (up/down, left/right, forward/backward) and rotate your head naturally. • Hand-tracking / Motion Controllers: Interact with objects and other users intuitively. • Teleportation & Locomotion Options: Walk, fly, or teleport inside the VR space to avoid motion sickness.
  • 25.
    Common Applications ofVirtual World Spaces • Gaming & Entertainment • Flight & Space Simulation • Social & Metaverse • Architecture & Design • Training & Education
  • 26.
    Hardware for VRWorld Spaces • VR Headsets: Meta Quest 3, HTC Vive Pro 2, Valve Index, Pimax, HP Reverb G2. • Tracking & Input: Full-body tracking, hand tracking, VR gloves, or haptic suits for deeper immersion. • Computing Power: High-end GPUs (RTX 3080+ recommended) and strong CPUs for smooth performance in expansive VR environments.
  • 27.
    The Future ofVirtual Worlds in VR • Metaverse Expansion: Persistent, interconnected digital spaces for work, play, and socializing. • AI-Powered Worlds: Procedural generation and AI-driven Non-Playable Characters (NPCs) to create dynamic experiences. • Haptic Feedback & Smell Tech: Deeper sensory immersion using haptic vests, gloves, and even scent simulation.
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    • “Positioning theVirtual Observer” in virtual reality (VR) refers to determining where and how the user's perspective is placed within a virtual environment. • This positioning impacts immersion, interaction, and overall user experience.
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    Key Aspects ofVirtual Observer Positioning in VR First-Person vs. Third-Person View • First-Person Perspective: The observer sees through the eyes of the virtual character (e.g., cockpit view in a flight sim). • Third-Person Perspective: The observer sees their avatar from an external viewpoint (common in VR social apps).
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    Key Aspects ofVirtual Observer Positioning in VR Tracking & Head Movement • 6DoF (Six Degrees of Freedom): Allows movement in all directions and head rotation. • Positional Tracking: Determines where the user is in the virtual space using inside-out (camera-based) or outside-in (external sensor) tracking.
  • 32.
    Key Aspects ofVirtual Observer Positioning in VR Locomotion & Comfort Considerations • Teleportation: Reduces motion sickness by allowing instant movement. • Smooth Locomotion: Simulates walking but may cause discomfort in some users. • Seated vs. Room-Scale VR: Some experiences require full-room movement, while others are designed for seated users (like racing and flight sims).
  • 33.
    Key Aspects ofVirtual Observer Positioning in VR Applications in Flight Simulation & Virtual Environments • Flight Sims (MSFS, DCS, X-Plane): The observer is typically inside a fixed cockpit but can lean and move within the space. • Architectural Visualization: The observer moves through a virtual building to explore layouts. • VR Training & Simulations: Positioning is crucial for safety training, medical simulations, and military applications.
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    What is Perspectiveprojection? • Perspective projection is a technique used in computer graphics to simulate how objects appear smaller as they move further from the observer. • This mimics real-world depth perception, creating a sense of three-dimensionality on a two-dimensional display. • In VR, perspective projection plays a crucial role in rendering realistic environments.
  • 36.
    How Perspective projectionworks in VR? • VR systems use perspective projection to transform 3D scenes into 2D images displayed on the headset’s screens. • The main components involved include: – Field of View (FoV) – Projection Matrix – Depth Perception – Head Tracking & Camera Positioning
  • 37.
    How Perspective projectionworks in VR? 1. Field of View (FoV): – Defines the extent of the virtual world visible to the user. – A wider FoV enhances immersion by replicating human vision. 2. Projection Matrix: – Converts 3D coordinates into 2D screen coordinates. – Uses depth information to maintain proper proportions and depth cues.
  • 38.
    How Perspective projectionworks in VR? 3. Depth Perception: – Objects farther away appear smaller, creating a realistic sense of space. – Depth cues, such as shading and occlusion, reinforce 3D perception. 4. Head Tracking & Camera Positioning: – The virtual camera adjusts dynamically based on head movements. – Ensures a natural viewing experience as the perspective shifts accordingly.
  • 39.
    Importance of Perspectiveprojection in VR? • Enhances Immersion: – Makes virtual worlds feel more natural and engaging. • Improves Spatial Awareness: – Helps users judge distances accurately. • Supports Interaction: – Essential for realistic object manipulation and navigation.
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    Human Vision inVirtual Reality (VR) • Virtual reality aims to replicate human vision as closely as possible to create an immersive experience. • This involves simulating how the human eye perceives depth, movement, and spatial relationships. • Several factors contribute to how VR mimics human vision.
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    1.Field of View(FoV) • The human eye has a natural field of view of about 200–220 degrees, with both eyes combined. • However, most VR headsets provide a narrower FoV of 90–120 degrees, limiting peripheral vision. Effect in VR: • A wider FoV enhances immersion but requires better hardware and rendering. • Limited FoV in VR may cause a "tunnel vision" effect.
  • 43.
    2. Stereoscopic Vision& Depth Perception • Humans perceive depth using binocular disparity —the difference in images between the two eyes. • VR headsets use stereoscopic rendering by displaying slightly different images to each eye, mimicking real-world depth perception. Effect in VR: • Enhances the feeling of distance and scale in the virtual environment. • Essential for interactions like grabbing objects or navigating virtual spaces.
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    3. Motion Parallax& Head Tracking • In the real world, objects closer to us move faster than distant objects when we move our heads. • VR headsets track head movements to adjust the perspective in real time, creating motion parallax similar to real-world vision. Effect in VR: • Provides realistic depth cues when moving around. • Enhances spatial awareness and immersion.
  • 45.
    4. Frame Rate& Motion Sickness • The human eye perceives motion smoothly at frame rates of 60 FPS and above. • VR headsets typically aim for 90–120 FPS to prevent lag and motion sickness. • Lower frame rates can cause latency, making movement feel unnatural and potentially leading to dizziness. Effect in VR: • Higher frame rates reduce motion sickness and discomfort. • Smooth motion ensures natural interaction and reduces disorientation.
  • 46.
    5. Peripheral Vision& Foveated Rendering • Most VR headsets don’t fully replicate human peripheral vision. • However, foveated rendering is a technique that prioritizes rendering details in the center of vision while reducing detail in peripheral areas. Effect in VR: • Improves performance by optimizing GPU usage. • Can be combined with eye-tracking to enhance realism.
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    6. Accommodation &Vergence Conflict • In the real world, our eyes focus (accommodation) and converge at the same distance. • However, in VR, the screen is fixed at a set distance, which can cause an unnatural conflict. Effect in VR: • May cause eye strain over long periods. • Newer VR technologies aim to introduce varifocal displays to reduce this issue.
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    What is StereoPerspective Projection? • Stereo perspective projection is a technique used in VR to create a 3D effect by rendering two slightly different images— one for each eye. • These images simulate the way human eyes perceive depth, leading to a realistic and immersive virtual experience.
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    How it worksin VR? Binocular Disparity: • Each eye sees the world from a slightly different angle. • The brain merges these images to perceive depth. Dual-Viewport Rendering: • VR headsets generate two distinct views of a scene: one for the left eye and one for the right. • These views are offset based on the user's interpupillary distance (IPD).
  • 51.
    How it worksin VR? Projection Matrices: • Two different projection matrices transform 3D objects into 2D screen images for each eye. • The slight variation in these projections creates a stereoscopic effect. Head Tracking Integration: • As the user moves their head, both images adjust dynamically. • This ensures a consistent perspective and enhances immersion.
  • 52.
    Why Is StereoPerspective Projection Important in VR? • Enhances Depth Perception – Objects appear at realistic distances. • Improves Spatial Awareness – Helps users navigate and interact naturally. • Essential for Immersion – Makes virtual environments feel real. • Supports Hand and Object Interaction – Crucial for grabbing or manipulating virtual objects.
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    • 3D clippingin virtual reality (VR) is a process that determines which parts of a 3D scene should be rendered or discarded based on their position relative to the camera's view. • This helps improve performance and maintain immersion by preventing unnecessary rendering.
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    key aspects of3D clipping in VR 1. Near and Far Clipping Planes • These define the range within which objects are visible. • Objects closer than the near clipping plane or farther than the far clipping plane are not rendered. • Setting these planes correctly prevents visual artifacts and improves performance.
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    key aspects of3D clipping in VR 2. Frustum Clipping • The VR camera has a view frustum (a pyramid-like volume). • Objects outside this frustum are clipped to avoid rendering things that aren't visible. • This is crucial in VR since rendering unnecessary objects can cause performance issues and motion sickness.
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    key aspects of3D clipping in VR 3. Clipping and Stereo Rendering • VR requires rendering two images (one for each eye). • Clipping must be applied consistently across both views to avoid inconsistencies that could break immersion. • Special care is needed to prevent "disocclusion" artifacts where one eye sees a clipped object while the other doesn’t.
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    key aspects of3D clipping in VR 4. Portal and Occlusion Clipping • Advanced techniques like portal rendering or occlusion culling improve VR performance. • Objects blocked by walls or other geometry are not rendered, reducing GPU workload.
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    key aspects of3D clipping in VR 5. Z-Fighting and Clipping Artifacts • Z-fighting occurs when two polygons of different colors overlap in the same location on the Z-axis and fight for who will color screen pixels. • Poorly set clipping planes can cause Z-fighting, where two surfaces flicker due to depth buffer precision issues. • This is more noticeable in VR due to head tracking and stereo rendering. • Solutions include increasing near plane distance or using floating-point depth buffers.
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    key aspects of3D clipping in VR 6. User-Driven Clipping (Hands & Controllers) • In VR, users may move their hands or controllers through objects. • Proper clipping or depth-based masking is needed to ensure realism • Some engines use stencil buffers or depth culling to improve hand-object interactions.
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    • Color theoryplays a crucial role in VR, influencing immersion, usability, and emotional impact. • Because VR is an interactive 3D environment, colors not only affect aesthetics but also impact depth perception, focus, and comfort.
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    Color and DepthPerception in VR Since VR creates a sense of depth, colors can enhance or hinder depth perception. • Cool colors (blue, green, purple) tend to recede into the background. • Warm colors (red, orange, yellow) appear closer to the viewer. • Using this contrast can guide users' attention and improve spatial understanding. • Example: A VR game may use warm colors for interactive objects and cool colors for distant landscapes.
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    Contrast and Readability Textand UI elements in VR must be highly readable to prevent strain. • High contrast (black/white, complementary colors) improves visibility. • Low contrast can make objects blend into the environment, which might be useful for subtle UI elements. • Avoid pure white, as it can cause glare in VR headsets. • Example: A VR menu should have sufficient contrast without being too bright to avoid eye fatigue.
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    Psychological and EmotionalImpact Colors influence emotions, which is crucial in immersive VR storytelling. • Red → Intensity, urgency, danger. • Blue → Calm, trust, stability. • Green → Nature, health, safety. • Yellow → Energy, caution, optimism. • Example: A VR meditation app might use soft blues and greens, while a horror game might rely on deep reds and shadows.
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    Avoiding Motion Sicknesswith Color Poor color choices can contribute to VR motion sickness. • Avoid high-contrast patterns (e.g., black-and- white stripes) that can cause discomfort. • Reduce blue light intensity to prevent eye strain. • Use muted, natural colors for backgrounds to create a more comfortable viewing experience. • Example: A VR roller coaster game should avoid excessive flashing colors or rapid contrast shifts.
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    Color in Lightingand Shadows • Lighting is essential for realism and mood in VR. • Soft lighting creates a more natural and comfortable environment. • Directional lighting with warm and cool tones enhances realism. • Shadows should be soft and dynamic to help with depth perception. • Example: A VR sunset scene should mix warm oranges and cool purples to mimic real-world lighting.
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    UI & UXDesign with Color in VR Traditional UI color rules don’t always work in VR because users interact in 3D space. • Use bold, easily distinguishable colors for interface elements. • Avoid overwhelming users with too many bright or saturated colors. • Make sure UI elements remain visible against different backgrounds. • Example: A floating VR menu should use semi- transparent panels with soft color gradients for better integration with the scene.
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    • Creating 3Dmodels in VR is an intuitive and immersive way to design objects. • Instead of using a traditional 2D screen and mouse, you can sculpt, draw, and manipulate 3D shapes directly in a virtual space.
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    🛠 VR 3DModeling Tools • There are several user-friendly VR applications for modeling: • Gravity Sketch – Great for freehand sketching and 3D design. • Tilt Brush (by Google) – Originally for painting in 3D, but useful for sketching forms. • Adobe Substance Modeler – Focuses on VR sculpting and organic modeling. • Medium by Adobe – Ideal for sculpting with clay-like tools. • Masterpiece Studio – Good for both sculpting and rigging models. • These tools allow you to create models in VR and export them for further use in game engines like Unity or Unreal.
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    🏗 Basic ModelingTechniques • Primitive Shapes – Start with basic cubes, spheres, and cylinders, then reshape them. • Sculpting – Push, pull, smooth, and carve virtual clay for organic forms. • Extrusion – Pull faces or edges of a shape to extend them. • Lathe Modeling – Spin a shape around an axis to create objects like vases or wheels. • Layering & Assembly – Combine multiple pieces to build complex objects. • Example: To make a chair, start with a cube for the seat, cylinders for the legs, and a rectangle for the backrest.
  • 73.
    ✋Interacting with 3DModels in VR • In VR, your hands (or controllers) become tools for: 🖌 Drawing & Sculpting – Create organic shapes with freehand strokes. 🔄 Scaling & Rotating – Easily resize or spin objects with gestures. 📏 Snapping & Grid Aligning – Helps in making precise, structured designs. 🎭 Texturing & Painting – Some apps allow you to color models directly in VR.
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    Exporting Models forFurther Use • Once your model is ready, you can export it in formats like: • OBJ / FBX – Standard 3D formats for Unity, Blender, Unreal Engine. • GLTF / USDZ – Good for AR/VR applications and web compatibility. • Example: You can create a simple VR model, export it, and import it into a Unity VR game.