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Virtual Reality Semester 8 (BE Fourth Year) BE Automobile Engineering University of Mumbai Topics and Syllabus

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CBCGS [2019 - current]
CBGS [2015 - 2018]
Old [2000 - 2014]

Topics with syllabus and resources

100.00 Module 1
101.00 Introduction
  • A short history of early virtual reality, early commercial VR Technology, VR becomes an Industry, The five classical components of VR Systems.
  • Input Devices: Trackers, Navigations and Gesture Interfaces. Three Dimensional Position Trackers: Tracker performance parameters, Mechanical trackers, Magnetic trackers, Ultrasonic trackers, Optical Trackers and Hybrid Inertial Trackers Navigation and Manipulation Interfaces: Tracker based Navigation/Manipulation Interfaces, Trackballs, and three Dimensional Probes Gesture Interfaces: The Pinch Glove, the 5DT Data Glove, the Didjiglove, the Cyberglove
200.00 Module 2
201.00 Output Devices: Graphical, Three Dimensional Sound and Haptic Displays:
  • Graphical Display: The human visual system, personal graphics displays, large volume displays.
  • Sound displays: the human auditory system, the convolvotron, Speaker based three dimensional sound.
  • Haptic Feedback: The human haptic system, Tactile Feedback Interfaces, Force Feedback Interfaces.
300.00 Module 3
301.00 Computing Architectures for Virtual Reality
  • The Rendering Pipeline: The graphical rendering pipeline, The haptics rendering pipeline.
  • PC Graphics Architectures: PC Graphics Accelerators, Graphics Benchmarks.
  • Work Station Based Architectures: the Sun Blade 1000 Architecture, The SGI Infinite Reality Architecture.
  • Distributed VR Architectures: Multipipeline Synchronization, Colocated rendering Pipelines, Distributed Virtual Environments.
400.00 Module 4
401.00 Modeling
  • Geometric Modeling: Virtual Object Shape, Object Visual Appearance.
  • Kinematics Modeling: Homogeneous Transformation Matrices, Object Position, Transformation Invariants, Object Hierarchies, viewing the three dimensional words.
  • Physical Modeling: Collision Detection, Surface Deformation, Force Computation, Force Smoothing and Mapping, Haptic Texturing.
  • Behavior Modeling and Model Management: Level of Detail Management, Cell Segmentation
500.00 Module 5
501.00 Virtual Reality Programming
  • Toolkits and Scene Graphs.
  • World Toolkit: Model Geometry and Appearance, The WTK Scene Graph, Sensors and Action Functions, WTK Networking, JAVA 3D: Model Geometry and Appearance, Java 3D Scene graph, Sensors and Behaviors, Java 3D Networking, WTK and Java 3D Performance Comparison.
  • General Haptics Open Software Toolkit: GHOST Integration with the Graphics Pipeline, The GHOST Haptic Scene Graph, Collision Detection and response, Graphics and PHANToM Calibration.
502.00 Human Factors in Virtual Reality
  • Human Factors in Virtual Reality: Methodology and Terminology: Data Collection and Analysis, Usability Engineering Methodology.
  • User Performance Studies: Test bed Evaluation of universal VR Tasks, Influence of System Responsiveness on User Performance, Influence of Feedback Multimodality
600.00 Module 6
601.00 Traditional Virtual Reality Applications

Medical Application of VR: Virtual Anatomy, Triage and Diagnostic and Rehabilitation. Education, Arts and Entertainment: VR in Education, VR and, Surgery the Arts. Entertainment Application of VR. Military VR Application: Army use of VR, VR Application in Navy, Air Force use of VR

602.00 Emerging Application of VR
  • VR Application and Manufacturing: Virtual Prototyping, other VR Application in Manufacturing; Application of VR in Robotics: Robot Programming, Robot Tele operation.
  • Information Visualization: Oil Exploration and Well Management, Volumetric Data Visualization.

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