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Virtual Reality
Course teacher(s)
Gauthier LAFRUIT (Coordinator)ECTS credits
5
Language(s) of instruction
english
Course content
Nowadays, virtual reality (VR) is no longer limited to a projection of synthetic 3D content (aka OpenGL = Open Graphics Library, cf. 3D games) in a stereoscopic head mounted display. Indeed, the future of VR lies rather in the holographic projection of real/natural content, previously captured by conventional cameras (360 video) possibly augmented with depth estimation or sensing in order to obtain a totally immersive video at 6 Degrees of Freedom (6DoF). Theoretical concepts like the 3D graphics pipeline on a GPU (Graphical Processing Unit) with its camera, projection and lighting models, as well as 3D capture and rendering technology will be presented.
Objectives (and/or specific learning outcomes)
The student will learn the main aspects of OpenGL/WebGL (practical part), as well as multi-camera capture and rendering methods in immersive 6DoF video (theoretical part) which are partially based on concepts of OpenGL.
Prerequisites and Corequisites
Required and Corequired knowledge and skills
C/C++ programming skills are strongly recommended (medium level).
Teaching methods and learning activities
The exercises will help the student to develop a 3D game in OpenGL/WebGL with shaders in GLSL (Graphics Library Shader Language), while the theory will give the student all the skills required to understand a scientific article on immersive video in depth.
Contribution to the teaching profile
3D next-generation capturing and rendering techniques for multimedia engineers.
References, bibliography, and recommended reading
JungHyun Han, “Introduction to Computer Graphics with OpenGL ES,” CRC Press, 31 March 2021, 978-0367781187
Joey de Vries, “Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion,” Kendall & Wells, 17 June 2020, ISBN: 978-9090332567
Gauthier Lafruit, Mehrdad Teratani, “Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications,” Institution of Engineering and Technology, 1 December 2021, ISBN: 978-1785615788
Course notes
- Syllabus
- Université virtuelle
- Podcast
Other information
Contacts
Office ULB-Solbosch UD5.007
Phone: 02/650 30 82
Email: gauthier.lafruit@ulb.be
Campus
Solbosch
Evaluation
Method(s) of evaluation
- Project
- Oral examination
Project
Oral examination
OpenGL/WebGL project + open book exam for the theoretical part (6DoF immersive video, mainly).
Mark calculation method (including weighting of intermediary marks)
The score is built for 50% on the OpenGL/WebGL project, and for 50% on the theoretical exam (open book) where the student will have to present a scientific concept covered by one of the chapters and/or scientific articles presented (sometimes only partially) during the theoretical sessions of the course.
Language(s) of evaluation
- english
- (if applicable french )