Virtual Reality

Course Information
TitleΕικονική Πραγματικότητα / Virtual Reality
Cycle / Level1st / Undergraduate, 2nd / Postgraduate
Teaching PeriodSpring
CoordinatorNikolaos Nikolaidis
Course ID600016149

Programme of Study: PMS PSĪFIAKA MESA - YPOLOGISTIKĪ NOĪMOSYNĪ (2018 eōs sīmera) MF

Registered students: 5
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization217.5

Programme of Study: PMS PSĪFIAKA MESA - YPOLOGISTIKĪ NOĪMOSYNĪ (2018 éōs sīmera) PF

Registered students: 12
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization217.5

Class Information
Academic Year2020 – 2021
Class PeriodSpring
Faculty Instructors
Weekly Hours3
Class ID
Course Type 2016-2020
  • Scientific Area
Course Type 2011-2015
Knowledge Deepening / Consolidation
Mode of Delivery
  • Face to face
The course is also offered to exchange programme students.
Language of Instruction
  • Greek (Instruction, Examination)
  • English (Examination)
General Prerequisites
Computer graphics and animation. Programming skills (generic and graphics related). Good level of English.
Learning Outcomes
a) Knowledge: Familiarization with virtual and augmented reality techniques, technologies and applications as well as advanced graphics techniques ( tracking and navigation devices, graphics and sound displays, tactile/force feedback interfaces, haptic rendering and texture, force feedback, geometric model management, processing of motion capture signals, spatial data structures). Exposure to virtual reality and advanced graphics programming. Acquaintance with virtual reality systems and their applications in areas such as education and training, arts, science, entertainment. b) Skills: Acquisition of skills in the use, programming and development of algorithms/techniques involved in virtual reality application. Promoting analytic and programming skills.
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Work autonomously
  • Work in teams
  • Generate new research ideas
  • Be critical and self-critical
  • Advance free, creative and causative thinking
Course Content (Syllabus)
Historical overview. Principles of VR, related scientific disciplines, VR applications. Tracking devices, navigation devices, gesture interfaces. The human visual system, stereopsis. Graphics displays. The human aural system, sound source position determination cues. Sound displays, generation of 3D sound fields. Tactile/force feedback interfaces. Physical modeling, haptic rendering, haptic texture, force feedback calculation. Geometric model management, Level of Detail (LOD), cell segmentation. Motion capture, processing of motion capture signals. Mesh simplification and mesh subdivision techniques. Spatial data structures: Bounding Volume Hierarchies (BVH), Binary Space Partitioning (BSP) Trees, Octrees, Scene Graphs. Culling techniques. Augmented reality (applications and taxonomy, AR devices, tracking for AR). VR application development using Unreal Engine or Unity.
Virtual Reality, Advanced Graphics Techniques
Educational Material Types
  • Slide presentations
  • Multimedia
  • Book
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Course Teaching
  • Use of ICT in Communication with Students
Course material in digital form, use of the e-learning environment.
Course Organization
Reading Assigment30
Student Assessment
Written exam (~50%), programming assignments where students are orally examined on the outcome (~50%)
Student Assessment methods
  • Written Exam with Short Answer Questions (Summative)
  • Oral Exams (Summative)
  • Written Exam with Problem Solving (Summative)
  • Labortatory Assignment (Summative)
Course Bibliography (Eudoxus)
G. Burdea, P. Coiffet, Virtual Reality Technology, 2nd edition, Wiley 2003 A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 2, Addison Wesley, 2003 T. Akenine Moller, E. Haines, Real-time Rendering, 2nd edition, A. K. Peters, LTD, 2002 (ή νεώτερη) Υλικό (π.χ άρθρα) που διανέμεται στους φοιτητές Course material, e.g scientific papers. D. Schmalstieg, T. Hollerer, Augmented Reality: Principles and Practice, 1st Edition, Addison-Wesley Professional, 2016 J. Linowes, Unity Virtual Reality Projects, Packt Publishing, 2015
Additional bibliography for study
W.Sherman, A. Craig, Understanding Virtual Reality, Morgan Kaufmann, 2003 A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1, Addison Wesley, 2003 D. Luebke, M. Reddy, J. Cohen, A. Varshney, B. Watson, R. Huebner, Level of Detail for 3D Graphics, Morgan Kaufmann, 2003 S. Aukstakalnis, Practical Augmented Reality, 1st Edition, Addison-Wesley Professional, 2016 A. LaValle, Virtual Reality Λέπουρας, Γ., Αντωνίου, Α., Πλατής, Ν., Χαρίτος, Δ.: Ανάπτυξη συστημάτων εικονικής πραγματικότητας
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