Computer Graphics for Virtual  
and Augmented Reality  
Lecture 02 – Introduction to  
Virtual Reality  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
What is Virtual Reality?  
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From Reality to Virtual Reality:  
Mixed Reality  
Real  
World  
Augmented  
Reality (AR)  
Virtual  
Reality (VR)  
Virtual  
World  
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In virtual reality, users are immersed in a  
computer-generated environment.  
Virtual Reality  
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Main characteristics:  
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Immersion: user feels immersed in the computer-generated  
environment  
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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  
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Interaction: user can interact with virtual content  
Independence: user can have an independent view and react to the  
environment  
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Goal of VR: create a high degree of presence  
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Make users believe they are in the virtual environment.  
Immersion  
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Produced by:  
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Quality of graphics/sound  
Enveloping environment  
Natural interaction  
Realism  
Presence  
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Presence is the subjective experience of being in one place or  
environment even when physically situated in another.  
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Mental immersion – suspension of disbelief  
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Physical immersion – bodily entering the medium  
Reality vs. Virtual Reality  
Creating the Illusion of Reality  
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Fooling human perception by using technology to generate  
artificial sensations.  
Example: Birdly (https://www.youtube.com/watch?v=gHE6H62GHoM)  
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Create illusion of flying like a bird  
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Multisensory VR experience (visual, audio, wind, haptic)  
Technologies for VR Systems  
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Display (Immersion)  
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Simulates senses (visual, auditory, tactile)  
Tracking (Independence)  
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Allow users to change viewpoint  
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Independent movement  
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Input Devices (Interaction)  
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Supports user interaction  
Using Technology to Stimulate Senses  
Head-Mounted Display (HMD)  
Head-Mounted Display (HMD)  
Key Properties of HMDs  
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Lens  
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Focal length, Field of View  
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Occularity, Interpupillary distance  
Display  
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Resolution, Contrast  
Power consumption, brightness  
Refresh rate  
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Ergonomics  
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Size, Weight, Wearability  
Focal Distance  
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The lenses make possible to focus on the images produced by  
the display that is very close to a user’s eyes.  
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The lenses are placed between the screens and the viewer’s eyes,  
giving the illusion that the images are out to a distance where they can  
be viewed comfortably.  
focus distance  
virtual image  
screen  
eye  
optics  
Distortion in Lens Optics  
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To Correct distortions:  
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Must pre-distort the image  
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Pixel-based distortion using shader programming  
Distortion in Lens Optics  
Field of View  
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Monocular FOV:  
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The angular size of the displayed image as  
measured from the pupil of one eye.  
Total FOV/Stereoscopic FOV:  
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total angular size of the displayed image visible  
to both eyes.  
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FOV may be measured horizontally,  
vertically or diagonally.  
Oculus Rift  
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FOV: 110º Horizontal  
Refresh rate: 90 Hz  
Resolution: 1080x1200/eye  
3-DOF orientation tracking  
3-axis positional tracking  
Comparison Between HMDs  
Computer Based vs. Mobile VR Displays  
Projection/Large Display Technologies  
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CAVE Systems:  
Projection/Large Display Technologies  
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CAVE Systems:  
Vehicle Simulators  
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Combine VR displays with vehicles  
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Visual displays on windows  
Motion base for haptic feedback  
Audio feedback  
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Physical vehicle controls  
– Steering wheel, flight stick, etc  
Full vehicle simulation  
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Emergencies, normal operation, etc  
Weapon operation  
Training scenarios  
Tracking Technology  
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For immersion, when the user changes position in the real  
world, the VR view also needs to change.  
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Requires tracking of the user’s pose (position and orientation) in the  
real world.  
Tracking in VR  
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Common tracking elements:  
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Head position and orientation  
Body position and orientation  
Hands position and orientation  
Fingers, legs, torso, eyes, etc.  
Degrees of Freedom:  
Main Tracking Methods  
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Camera-based:  
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Cameras + image processing algorithms  
Mechanical:  
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Armature with joints + angle measurements  
Inertial:  
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Gyroscopes + accelerometers  
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Electromagnetic:  
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Magnetic field generators + magnetic field detectors  
Camera-Based Tracking Methods  
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Fast and high-resolution cameras  
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Number of cameras depends can affect the precision  
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Typically, two or more for VR  
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Normal camera or infrared cameras  
Camera-Based Tracking Methods  
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Projective Geometry Techniques  
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Single camera vs. multiple cameras  
Camera-Based Tracking Methods  
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Point Tracking Techniques:  
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Infrared light and infrared cameras  
Reflector balls  
Single or multiple cameras  
Camera-Based Tracking Methods  
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Sphere Tracking Techniques:  
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2D position translates to line in 3D  
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Sphere size translates to distance  
Camera-Based Tracking Methods  
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Outside-in Tracking  
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Stationary cameras and moving  
markers  
Inside-out tracking  
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Camera on/in the device  
Performance Criteria for Tracking Methods  
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Static Accuracy:  
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Ability of the tracking method to determine the coordinates of a  
position in space when the sensors and tracked objects are not  
moving.  
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Depends on sensor sensibility, algorithms, and environment.  
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Dynamic Accuracy:  
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Ability of the tracking method to determine the coordinates of a  
position in space as the sensors and tracked objects move.  
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Depends on static accuracy, movement, and occlusions.  
Performance Criteria for Tracking Methods  
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Accuracy: difference between actual position and measured  
position  
Performance Criteria for Tracking Methods  
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Jitter: changes in tracker output when stationary (sensor  
noise)  
Performance Criteria for Tracking Methods  
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Drift: steady increase in tracker error over time (accumulative  
error)  
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Can be controlled by periodic recalibrations.  
Performance Criteria for Tracking Methods  
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Latency: time between a change in the object position and  
the time the sensors detect the change.  
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Large latency (> 10 ms) can cause simulation sickness.  
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Larger latency (> 50 ms) can break VR immersion.  
Further Reading  
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Sherman, W. R., Craigm A. B. (2003). Understanding Virtual Reality:  
Interface, Application, and Design (1st ed.). Morgan Kaufmann. ISBN: 978-  
1
558603530.  
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Chapter 1: Introduction to Virtual Reality  
Chapter 2: VR The Medium  
Chapter 3: Interface to the Virtual World – Input  
Chapter 4: Interface to the Virtual World – Output  
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