Virtual Reality and Physically-Based Simulation

Modul - Informatik: Aufbau Praktische Informatik

Virtual Reality (VR) is a research area at the intersection of computer graphics, physically-based simulation, and 3D human-computer interaction (HCI). Novel interaction technologies and interaction metaphors VR and 3D realtime computer games share a lot of algorithmic challenges: in virtual environments (in particular, intuitive and direct metaphors), immersion and presence, and real-time rendering. Another important topic is physically-based simulation in real-time, which tries to simulate real-world phenomena such as fire, cloth, the behavior of rigid objects when colliding with each other, fluids, or objects made of deformable material.

Over the past two decades, VR has established itself as an important tool in several industries, such as manufacturing (e.g., automotive, airspace, ship building), architecture, and pharmaceutical industries. During the past few years, we have been witnessing the second "wave" of VR, this time in the consumer, in particular, in the entertainment markets.

In this course, we will first look at the fundamental methods, and then go on to more advanced algorithms that are needed to build complex and full-fledged VR systems or real-time computer games. Example topics are 3D interaction, physically-based behavior of objects, acoustic rendering, haptics, and collision detection.

Lernergebnisse

Goals of This Course - Cognitive Processes

  • Remember
  • Understand
  • Apply
  • Analyze
  • Evaluate
  • Create

Inhalte

Some of the topics to be covered (tentatively):

  • Introduction, basic notions of VR, several example applications
  • VR technologies: displays, tracking, input devices, scene graphs, game engines
  • The human visual system and Stereo rendering
  • Techniques for real-time rendering
  • Fundamental immersive interaction techniques: fundamentals and principles, 3D navigation, user models, 3D selection, redirected walking, system control
  • Complex immersive interaction techniques: world-in-miniature, action-at-a-distance, magic lens, etc.
  • Particle systems
  • Spring-mass systems
  • Haptics and force feedback
  • Collision detection
  • Acoustic rendering

The assignments will be mostly practical ones, based on the cross-platform game engine Unreal. Participants will start developing with "visual programming", and later use C++ to solve the assignments.You are encouraged to work on assignments in small teams.

 

In Kürze

Inhalt:
fundamental methods and advanced algorithms to build complex and full-fledged VR systems or real-time computer games

Niveau: Master-Modul 

Veranstaltungsform:
Vorlesung und Übung
- in englischer oder in deutscher Sprache in Abstimmung mit den Studierenden -

Semester: Wintersemester

Umfang: 6 CP

Modulverantwortung

Prof. Dr. Gabriel Zachmann

Zielgruppe

  • Fachkräfte aus den Arbeitsfeldern Informationstechnik und Medien

Zugangsvoraussetzungen

  • einschlägiger Bachelor-Abschluss

  • eine mindestens einjährige Berufspraxis

  • Nutzen Sie unsere Beratungsangebote und erfahren Sie mehr über die Zugangsvoraussetzungen zu den Mastermodulen.

  • Nachweis von fachspezifischen Grundlagenkenntnissen
    (It will be beneficial for students if they have already attended the course 'Computergraphics', but it is not mandatory. Students will need basic programming skills in C++. The second half of the course will be more mathematical; in particular, students will need a basic understanding of simple differential equations)

Veranstaltungsdetails

Veranstaltungsform:
Vorlesung und Übung
in englischer Sprache

Veranstaltungszeiten:
Im Wintersemester
wöchentlich - Mi 08:00 - 10:00 MZH - Übung Präsenz
wöchentlich - Do 10:00 - 12:00 - Vorlesung Präsenz

Prüfungen & Abschluss

Prüfung:

  • Either: long exam (= ½ hour per student)

  • Or: points from the assignments + short exam

Abschluss:

  • Modulzertifikat

Umfang

Dauer: 1 Semester

Arbeitsaufwand:
56 Std. Präsenzveranstaltungen 
+ 124 Std. angeleitetes Selbststudium

(entspricht 6 CP)

Teilnahmeentgelt

450 Euro (= 75 Euro pro CP)

Mitglieder des Alumni-Vereins der Universität Bremen erhalten 5 % Rabatt.

Information zur Bremer Bildungsprämie

Bewerbung

Eine Bewerbung ist zum jetzigen Zeitpunkt leider nicht möglich.

Bewerbungszeitraum:
1. August - 15. September 

Information & Beratung:

Sie interessieren sich für unser Angebot im Bereich "Informatik, Digitale Medien, Digitalisierung"? Wir beraten Sie gern:

Jörg Kastens

Telefon: 0421 - 218 61 617
eMail: jkastensprotect me ?!uni-bremenprotect me ?!.de