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Contents
Contents
Index
Virtual Reality
Steven M. LaValle
Contents
1
. Introduction
1
.
1
What Is Virtual Reality?
1
.
2
Modern VR Experiences
1
.
3
History Repeats
Further reading
2
. Bird's-Eye View
2
.
1
Hardware
2
.
2
Software
2
.
3
Human Physiology and Perception
Further Reading
3
. The Geometry of Virtual Worlds
3
.
1
Geometric Models
3
.
2
Changing Position and Orientation
3
.
3
Axis-Angle Representations of Rotation
3
.
4
Viewing Transformations
3
.
5
Chaining the Transformations
Further Reading
4
. Light and Optics
4
.
1
Basic Behavior of Light
4
.
2
Lenses
4
.
3
Optical Aberrations
4
.
4
The Human Eye
4
.
5
Cameras
4
.
6
Displays
Further Reading
5
. The Physiology of Human Vision
5
.
1
From the Cornea to Photoreceptors
5
.
2
From Photoreceptors to the Visual Cortex
5
.
3
Eye Movements
5
.
4
Implications for VR
Further Reading
6
. Visual Perception
6
.
1
Perception of Depth
6
.
1
.
1
Monocular depth cues
6
.
1
.
2
Stereo depth cues
6
.
1
.
3
Implications for VR
6
.
2
Perception of Motion
6
.
2
.
1
Detection mechanisms
6
.
2
.
2
Stroboscopic apparent motion
6
.
2
.
3
Implications for VR
6
.
3
Perception of Color
6
.
4
Combining Sources of Information
Further Reading
7
. Visual Rendering
7
.
1
Ray Tracing and Shading Models
7
.
2
Rasterization
7
.
3
Correcting Optical Distortions
7
.
4
Improving Latency and Frame Rates
7
.
5
Immersive Photos and Videos
Further Reading
8
. Motion in Real and Virtual Worlds
8
.
1
Velocities and Accelerations
8
.
1
.
1
A one-dimensional world
8
.
1
.
2
Motion in a 3D world
8
.
2
The Vestibular System
8
.
3
Physics in the Virtual World
8
.
3
.
1
Tailoring the Physics to the Experience
8
.
3
.
2
Numerical simulation
8
.
3
.
3
Collision detection
8
.
4
Mismatched Motion and Vection
Further Reading
9
. Tracking
9
.
1
Tracking 2D Orientation
9
.
2
Tracking 3D Orientation
9
.
3
Tracking Position and Orientation
9
.
4
Tracking Attached Bodies
9
.
5
3D Scanning of Environments
Further Reading
10
. Interaction
10
.
1
Motor Programs and Remapping
10
.
2
Locomotion
10
.
3
Manipulation
10
.
4
Social Interaction
10
.
5
Additional Interaction Mechanisms
Further Reading
11
. Audio
11
.
1
The Physics of Sound
11
.
2
The Physiology of Human Hearing
11
.
3
Auditory Perception
11
.
4
Auditory Rendering
11
.
4
.
1
Basic signal processing
11
.
4
.
2
Acoustic modeling
11
.
4
.
3
Auralization
Further Reading
12
. Evaluating VR Systems and Experiences
12
.
1
Perceptual Training
12
.
2
Recommendations for Developers
12
.
3
Comfort and VR Sickness
12
.
4
Experiments on Human Subjects
Further Reading
13
. Frontiers
13
.
1
Touch and Proprioception
13
.
2
Smell and Taste
13
.
3
Robotic Interfaces
13
.
4
Brain-Machine Interfaces
Bibliography
Index
About this document ...
Steven M LaValle 2020-11-11