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INFO-H502

Virtual Reality

Branch(es) of study : Engineering sciences, Sciences
academic year
2023-2024

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 (e.g. Google Starline), 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 3D content (3D meshes made of triangles), camera, projection and lighting models, as well as 3D capture and rendering technologies will be presented.

Objectives (and/or specific learning outcomes)

The student will learn the main aspects of OpenGL/WebGL (practical part; there are no exercises on Unity or Unreal), 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