Computer Graphics for Virtual  
and Augmented Reality  
General Course Information  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
Computer Graphics for VR and AR  
Professor: Edirlei Soares de Lima  
Education:  
B.Sc. in Computer Science UnC  
M.Sc. in Computer Science UFSM  
Ph.D. in Computer Science PUC-Rio  
Teaching Experience: PUC-Rio, UNIRIO, UERJ, IADE-UE  
Research:  
Areas: Interactive Storytelling, Games, Artificial Intelligence, and Computer Graphics  
Research Projects: most are related with Logtell (http://www.icad.puc-rio.br/~logtell/);  
More Information: https://edirlei.com/  
What is Computer Graphics?  
The term computer graphics describes  
any use of computers to create and  
manipulate images [Marschner, S., et  
al., 2015].  
Computer graphics is the science and  
art of communicating visually via a  
computer’s display and its interaction  
devices [Hughes, J. F., et al., 2013].  
What is Computer Graphics?  
Computer graphics is a cross-disciplinary field:  
Physics (e.g.: model light behavior);  
Mathematics (e.g.: describe shapes);  
Human Perception (e.g.: only render things that will be  
noticed);  
Human-Computer Interaction (e.g.: interaction devices);  
Engineering (e.g.: optimize allocation of memory, and  
processor time);  
Graphic Design and Art (e.g.: make the computer-to-  
human communication more effective);  
What is Virtual Reality?  
From Reality to Virtual Reality:  
Mixed Reality  
Real  
World  
Augmented  
Reality (AR)  
Virtual  
Reality (VR)  
Virtual  
World  
In virtual reality, users are immersed in a  
computer-generated environment.  
Virtual Reality  
Main characteristics:  
Immersion: user feels immersed in the computer-generated  
environment  
Immersion and presence: while immersion describes the extent to which  
technology can deliver a vivid illusion of reality, presence represents the state of  
consciousness and sense of being in the virtual environment  
Interaction: user can interact with virtual content  
Independence: user can have an independent view and react to the  
environment  
Goal of VR: create a high degree of presence  
Make users believe they are in the virtual environment.  
What is Augmented Reality?  
From Reality to Virtual Reality:  
Mixed Reality  
Real  
World  
Augmented  
Reality (AR)  
Virtual  
Reality (VR)  
Virtual  
World  
Augmented reality combines real and virtual  
images.  
Interactive in real-time  
Virtual objects are fixed in the space of the real  
world.  
Augmented Reality  
Main characteristics:  
Combination of real and virtual elements  
Real-time updates at interactive speed  
Interaction and integration between objects  
Goal of AR:  
Make users believe that the virtual elements are part of the real world.  
Interaction and navigation:  
Virtual Reality: users interact and navigate using real world metaphors  
Augmented Reality: users interact and navigate in the real world  
Computer Graphics for VR and AR  
This module explores VR and AR technologies from a computer  
graphics perspective, analyzing the scientific and programming  
aspects of VR/AR systems.  
Module Content:  
1. Introduction to Computer Graphics  
2
. Virtual Reality:  
a) Introduction to VR (basic concepts, technologies, and methods)  
b) Interaction Methods for VR  
c) Navigation Methods for VR  
3
. Augmented Reality:  
a) Introduction to AR (basic concepts, technologies, and methods)  
b) Tracking Methods for AR  
c) Interaction Methods for AR  
Method  
Active and experiential learning:  
Theoretical concepts;  
Practical examples;  
Implementation assignments;  
Game framework: Unity 2021.2.X  
Semester’s PBL team project:  
Implementation of virtual reality and/or augmented reality elements  
of the project using the concepts and techniques learned during the  
course.  
Evaluation  
Continuous Assessment:  
[60%] Intermediate assessment:  
[50%] Individual assignments on the concepts learned;  
[50%] 1st and 2nd intermediate deliveries of the semester’s PBL project.  
[40%] End of term assessment:  
[100%] Final delivery of the team project (within the semester’s PBL  
project) with individual discussion and report.  
Final Assessment:  
[100%] Individual project development, delivery and presentation.  
Evaluation  
Project Deliveries:  
1st delivery: identification of the VR/AR elements for the project.  
2nd delivery: implementation of VR/AR elements in the project  
(prototype).  
3rd delivery: full implementation of VR/AR elements in the project +  
individual report about the VR/AR implementation.  
Project Examples  
Edirlei Soares de Lima; Bruno Feijó; Simone D.J. Barbosa; Antonio L. Furtado; Angelo E. M.  
Ciarlini; Cesar T. Pozzer. Draw Your Own Story: Paper and Pencil Interactive Storytelling.  
Entertainment Computing, v. 5, p. 33-41, 2014.  
https://doi.org/10.1016/j.entcom.2013.06.004  
Project Examples  
Edirlei Soares de Lima; Bruno Silva; Gabriel Galam. Towards the Design of Adaptive Virtual  
Reality Horror Games A Model of Players’ Fears Using Machine Learning and Player  
Modeling. Proceedings of the XIX Brazilian Symposium on Computer Games and Digital  
Entertainment (SBGames 2020), Recife, Brazil, p. 366-372, 2020.  
https://doi.org/10.1109/SBGames51465.2020.00031  
Horror Director  
Horror  
Elements  
Library  
Player Fear player’s  
Model  
fears  
FSM  
Controller  
observations  
observations  
(player and world)  
(fears)  
Game  
World  
Game Manager  
input data  
General  
Gameplay  
Data  
Fear Model  
Player  
horror  
elements  
World  
Controller  
modifications  
https://www.youtube.com/watch?v=_szlmzkPjEY  
Bibliography  
Hughes, J. F., et al. (2013). Computer Graphics: Principles  
and Practice (3rd ed.). Upper Saddle River, NJ: Addison-  
Wesley Professional. ISBN: 978-0-321-39952-6.  
Marschner, S., et al. (2015). Fundamentals of Computer  
Graphics (4th ed.). A K Peters/CRC Press. ISBN: 978-  
1482229394.  
Sherman, W. R., Craigm A. B. (2003). Understanding  
Virtual Reality: Interface, Application, and Design (1st  
ed.). Morgan Kaufmann. ISBN: 978-1558603530.  
Schmalstieg, D., Hollerer, T. (2016). Augmented Reality:  
Principles and Practice (1st ed.). Addison-Wesley  
Professional.  
Computer Graphics for VR and AR  
Canvas:  
Computer Graphics for Virtual and Augmented Reality  
Course webpage:  
http://edirlei.com/vrar  
Contact:  
edirlei.lima@universidadeeuropeia.pt