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Vorlesung: 03-IMAP-VRSIM Virtual Reality and Physically-Based Simulation - Details

Vorlesung: 03-IMAP-VRSIM Virtual Reality and Physically-Based Simulation - Details

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Veranstaltungsname Vorlesung: 03-IMAP-VRSIM Virtual Reality and Physically-Based Simulation
Untertitel Virtuelle Realität und physikalisch-basierte Simulation
Veranstaltungsnummer 03-IMAP-VRSIM
Semester WiSe 2025/2026
Aktuelle Anzahl der Teilnehmenden 31
Heimat-Einrichtung Informatik
Veranstaltungstyp Vorlesung in der Kategorie Lehre
Nächster Termin Mittwoch, 10.12.2025 10:00 - 12:00, Ort: GW2 B1400 NUR Mi. - So.
Art/Form
Voraussetzungen It will be beneficial for students if they have already attended the course 'Computergraphics', but it is not mandatory. Students will need basic programming skills in C++. The second half of the course will be more mathematical; in particular, students will need a basic understanding of simple differential equations
Leistungsnachweis Oral exam
Englischsprachige Veranstaltung Ja
ECTS-Punkte 6

Modulzuordnungen

Kommentar/Beschreibung

Profil: KIKR, DMI
Schwerpunkt: IMAP-DMI, IMAP-VMC
https://lvb.informatik.uni-bremen.de/imap/03-imap-vrsim.pdf
English or German.
Over the past two decades, VR has established itself as an important tool in several industries, such as manufacturing (e.g., automotive, airspace, ship building), architecture, and pharmaceutical industries. During the past few years, we have been witnessing the second "wave" of VR, this time in the consumer, in particular, in the entertainment markets.

Some of the topics to be covered (tentatively):
• Introduction, basic notions of VR, several example applications
• VR technologies: displays, tracking, input devices, scene graphs, game engines
• The human visual system and Stereo rendering
• Techniques for real-time rendering
• Fundamental immersive interaction techniques: fundamentals and principles, 3D navigation, user models, 3D selection, redirected walking, system control
• Complex immersive interaction techniques: world-in-miniature, action-at-a-distance, magic lens, etc.
• Particle systems
• Spring-mass systems
• Haptics and force feedback
• Collision detection
• Acoustic rendering
The assignments will be mostly practical ones, based on the cross-platform game engine Unreal. Participants will start developing with "visual programming", and later use C++ to solve the assignments.
You are encouraged to work on assignments in small teams.
https://cgvr.cs.uni-bremen.de/teaching/