3D Models for Virtual Reality

Start Date: 07/05/2020

Course Type: Common Course

Course Link: https://www.coursera.org/learn/3d-models-virtual-reality

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About Course

This course will begin your journey to creating Virtual Reality experiences. A Virtual Reality experience is a new world that you step into and are entirely immersed in. Creating a VR experience means creating that world and all the objects in it. In this course you will learn the basics of 3D graphics: how we create objects and how to lay them out to create an environment. You will learn techniques like materials and texturing that make your objects appear realistic. You will also learn about audio techniques to ensure that your experiences sound great as well as looking great. In all of these topics we will pay attention to the particular requirements of Virtual Reality, including pitfalls and performance issues: making sure your environment runs fast enough in VR. You will learn all of this using the professional game and VR engine, Unity3D. Unity is one of the most used game engine and is a relatively easy, but fully featured, introduction to 3D development. The course will culminate in a project in which you will create your own VR scene. VR development is something you can only learn by doing it yourself, so working on your project will be the best way to learn.

Course Syllabus

In this final week of the course, we will put together everything we have learned to think about how to create compelling VR worlds. We will start by looking behind the scenes at how 3D graphics hardware works and why VR can be so demanding of computing power. Then we will think about the particular requirements of content creation for VR. You will finish by submitting the final version of your project for a peer review.

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Course Introduction

3D Models for Virtual Reality In the previous course we learned about the different levels of virtual reality: the very early days of virtual reality in the early days of arcades, and the current high-end VR experiences that are hitting the market today. In this course, we will focus on the different levels of virtual reality, from the very early days of arcades to the very high-end VR experiences hitting the market today. We will learn about the hardware and software components that are needed to create a VR game, as well as the features that are used to design the experience. We will also cover different design approaches, including the standard design, custom design, and open-source design. Building on the knowledge gained in the previous course, we will cover the different design paradigms, including the different design philosophies that are used for a number of different aspects of the design process, including the user interface, the engine, and the user experience. This course also covers the user interface design requirements that you will need to follow to make your VR game as good as possible. This will include the user interface design, the game engine design, and the user experience design. By the end of this course, you will be able to: • Design the user interface of a VR game • Evaluate different design strategies • Make the game as good as possible • Get the most out of your game engine • Test the user interface design This course is the

Course Tag

Related Wiki Topic

Article Example
Virtual Reality Website A Virtual Reality Website is a website that leverages the WebVR and WebGL APIs to create a 3D environment for a web user to explore using a virtual reality head-mounted display.
Virtual reality The Virtual Reality Modelling Language VRML, first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets. The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.
Virtual Reality Website In 2014, Google launched 'Chrome Experiments for Virtual Reality'; a Virtual Reality mobile site showcasing web-based Virtual Reality demos for Google Cardboard.
Methods of virtual reality In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling and airplane simulation. Image based virtual reality system is gaining popularity in computer graphics as well as computer vision communities. The reason is that is it provides more realism by using photo realistic images and the modeling procedure is rather simple. In generating realistic models, it is essential to accurately register acquired 3D data. Usually, camera is used for modeling small objects at a short distance.
Virtual reality The use of 3D computer-aided design (CAD) data was limited by 2D monitors and paper printouts until the mid-to-late 1990s, when video projectors, 3D tracking, and computer technology enabled a renaissance in the use 3D CAD data in virtual reality environments. With the use of active shutter glasses and multi-surface projection units immersive engineering was made possible by companies like VRcom and . Virtual reality has been used in automotive, aerospace, and ground transportation original equipment manufacturers (OEMs) in their product engineering and manufacturing engineering . Virtual reality adds more dimensions to virtual prototyping, product building, assembly, service, performance use-cases. This enables engineers from different disciplines to view their design as its final product. Engineers can view the virtual bridge, building or other structure from any angle. As well, some computer models allow engineers to test their structure's resistance to winds, weight, and other elements. Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.
Virtual reality therapy Another ethical issue of some concern is how virtual reality is use by clinicians in that clinicians should be certified to use virtual reality for their clients/patients. Due to the relative newness of virtual reality exposure, there may not be many clinicians who have experience with the nuances of virtual reality exposure and the therapy that virtual reality exposure is meant to be used for. According to Rizzo et al. (2003), virtual reality technology should only be used as a tool for qualified clinicians instead of being used to further one's practice or garner an attraction for new clients/patients.
Virtual reality A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Estimates for susceptibility range from one in every thirty to one in every two people. For women, rates are as high as four in five. Virtual reality sickness is different from motion sickness in that it can be caused by the visually induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation. A 2016 publication assessed the effects of exposure to 2D vs 3D dissection videos on nine pathology resident physicians, using self-reported physiologic symptoms. Watching the content in 3D vs 2D did not increase simulator sickness. Although the average simulator sickness questionnaire score did increase with time, statistical analysis does not suggest significance.
Virtual reality simulator A virtual reality simulator (virtual amusement ride/virtual gaming simulator/virtual motion simulator) is the equipment that is used for human immersion in virtual reality with the purpose of entertainment of the public. A virtual amusement in the strict sense can not be considered a computer with a virtual reality glasses (helmet) and game content.
Virtual reality In addition, there are conceptual, and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition. In the book "The Metaphysics of Virtual Reality" by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. As we spend more and more time in virtual space, there could be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture. Philosophical implications of VR are discussed in books, including Philip Zhai's "Get Real: A Philosophical Adventure in Virtual Reality" (1998) and "Digital Sensations: Space, Identity and Embodiment in Virtual Reality" (1999), written by Ken Hillis.
Virtual reality A dictionary definition for "cyberspace" states that this word is a synonym for "virtual reality", but the two terms are fundamentally different (something that is "virtual" does not necessarily need to rely on a network, for instance).
3D city models A database for 3D city models stores its components in a hierarchically structured, multi-scale way, which allows for a stable and reliable data management and facilitates complex GIS modeling and analysis tasks. For example, the 3D City Database is a free 3D geo database to store, represent, and manage virtual 3D city models on top of a standard spatial relational database. A database is required if 3D city models have to be continuously managed. 3D city model databases form a key element in 3D spatial data infrastructures that require support for storing, managing, maintenance, and distribution of 3D city model contents. Their implementation requires support of a multitude of formats (e.g., based on FME multi formats). As common application, geodata download portals can be set up for 3D city model contents (e.g., virtualcityWarehouse).
Virtual reality sickness Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued that flight simulator sickness could discourage pilots from using flight simulators, reduce the efficiency of training through distraction and the encouragement of adaptive behaviors that are unfavorable for performance, compromise ground safety or flight safety when sick and disoriented pilots leave the simulator. Similar consequences could be expected for virtual reality systems. Although the evidence for performance decrements due to virtual reality sickness is limited, research does suggest that virtual reality sickness is a major barrier to using virtual reality, indicating that virtual reality sickness may be a barrier to the effective use of training tools and rehabilitation tools in virtual reality. Estimates of the multi-study incidence and main symptoms of virtual reality sickness (also called cybersickness) have been made.
Virtual reality roller coaster A virtual reality roller coaster is a roller coaster that utilises some form of virtual reality to provide an alternate experience for riders.
Virtual reality Virtual reality technology faces a number of challenges, including health and safety, privacy and technical issues. Long-term effects of virtual reality on vision and neurological development are unknown; users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.
Virtual reality in telerehabilitation The term "virtualized reality" (VR) was coined and introduced in a paper by Kanade. The traditional virtual reality world is typically constructed using simplistic, artificially created computer-aided design (CAD) models. VR starts with the real-world scene and virtualizes it. Virtual reality is a practical, affordable technology for the practice of clinical medicine, and modern, high-fidelity virtual reality systems have practical applications in areas ranging from psychiatry to surgical planning and telemedicine. Through VR's capacity to allow the creation and control of dynamic 3-dimensional, ecologically valid stimulus environments within which behavioral response can be recorded and measured, it offers clinical assessment and rehabilitation options not available with traditional methods.
3D city models The visualization of 3D city models represents a core functionality required for interactive applications and systems based on 3D city models.
Remo 3D Remo 3D is a 3D computer graphics software specialized in creating 3D models for realtime visualization. As opposed to many other 3D modeling products that are primarily intended for rendering. Remo 3D focuses on supporting realtime features like full control of the model scene graph, and modification of features like degrees-of-freedom nodes (DOF), levels-of-detail (LOD), switches, etc. Remo 3D's primary file format is OpenFlight and it allows for importing from and exporting to different file formats. This makes Remo 3D suitable for creating realtime 3D models intended for use in virtual reality software, simulators and computer games.
Virtual reality in fiction Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.
Mixed reality 3D Models of Manufacturing Assets (for example process manufacturing machinery) are incorporated into a virtual environment and then linked to real-time data associated with that asset. Avatars allow for multidisciplinary collaboration and decision making based on the data presented in the virtual environment. This example of Mixed Reality was pioneered and demonstrated by Kevyn Renner of Chevron Corporation for which a United States Patent 8,589,809, B2 "Methods and Systems for Conducting a Meeting in a Virtual Environment" was granted November 19, 2013.
3D city models Providing high quality visualization of massive 3D city models in a scalable, fast, and cost efficient manner is still a challenging task due to the complexity in terms of 3D geometry and textures of 3D city models. Real-time rendering provides a large number of specialized 3D rendering techniques for 3D city models.