Universitatea Babeş-Bolyai Cluj-Napoca
Facultatea de Matematică şi Informatică
Ciclul de studii: Licență


Denumirea disciplinei
MII0003 Realitate virtuală
Ore: C+S+L
Informatică - în limba engleză
Titularii de disciplina
Lect. Dr. BOIAN Rares Florin,  rarescs.ubbcluj.ro
Introducing the students to virtual reality environment programming. The students should learn the following concepts: general structure of a virtual reality application, human interaction with the virtual environment through the use of input devices, modeling (visual, physical, tactile, and force), and character animation. In the end the students should be able to create a multi-sensory, interactive virtual reality application.
Weeks 1 - 3
1. Introduction to virtual environments, input/output devices, state of the art
2. Scene definition
3. Ray tracing

Weeks 4 – 6
4. Virtual object modeling (geometric primitives, custom build geometries)
5. Virtual reality application architecture
6. Position and orientation representation (position vector, Euler angles, orientation matrix,
7. OpenGL introduction
8. Articulated models, matrix stack manipulation

Weeks 7 - 9
9. Scene graph (reference frames, node hierarchy, node types, light nodes, fog)
10. Scene optimizations (level of details, textures, cell-segmentation)
11. Delta3D introduction

Weeks 9 - 12
12. Collision detection
13. Simulating spatial phenomena (fog, smoke, fire, fluids)
14. Physical engines
15. Character animation

1. Introduction to VR modeling tools (Blender)
2. Ray Tracing and geometrical concepts
3. Ray Tracing
4. OpenGL introduction
5. OpenGL articulated robot
6. OpenGL articulated robot
7. Delta3D Introduction
8. Delta3D – Final project
9. Delta3D – Final project
10. Delta3D – Final project
11. Delta3D – Final project
12. Presentation
1. CRAIG J.J., Introduction to Robotics: Mechanics and Control (3rd edition), Prentice Hall, 2003
2. BURDEA G.C., COIFFET P., Virtual Reality Technology, Second Edition with CD-ROM, Wiley-IEEE Press, 2003
3. FOLEY J.D., VAN DAM A., FEINER S.K., HUGHES J.F, Computer Graphics: Principles and Practice in C (2nd Edition), Addison-Wesley Professional, 1995
4. OpenGL Architecture Review Board, SHREINER D, WOO M., NEIDER J., OpenGL(R) Programming Guide: The Official Guide to Learning OpenGL(R), Version 2 (5th Edition), Addison-Wesley Professional, 2005
5. ERICSON C. Real-Time Collision Detection, Morgan Kaufmann, 2004
6. *** Delta3D Documentation, http://www.delta3d.org/
7. *** Crystal Space 3d Documentation, http://www.crystalspace3d.org
The students have to submit during the semester several lab projects and one large semester project. The final grade is a weighted mean between the lab projects average which accounts for 40% of the final grade, and the semester project grade which accounts for 60% of the final grade.

Course requirements and details can be found on the course web-site:
Legaturi: Syllabus-urile tuturor disciplinelor
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