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INFO-H502

Virtual Reality

Branch(es) of study : Engineering sciences, Sciences
academic year
2022-2023

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 )

Programmes