Virtual Reality
A.Y. 2025/2026
Learning objectives
In this course students will explore the principles underlying virtual reality and skeleton animation. Students will learn to use several virtual reality systems: Oculus Rift, Kinect, Leap, Hololens, Balance board, Motion Capture.
Expected learning outcomes
Students will understand the mathematics that lies under transformations from 2D and 3D spaces and that underlying skeleton animation. They will learn to program the different virtual reality systems.
Lesson period: Second four month period
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course can be attended as a single course.
Course syllabus and organization
Single session
Responsible
Lesson period
Second four month period
Course syllabus
THEORY
Simple geometrical transformation and their concatenation. Transformations stack.
From 3D to 2D: calibration and fundations of augmented reality.
From 2D to 3D: fundations of VR. Skeletal animation. Direct kinematics. Skeletal animation through inverse kinematics.
Modulation of inverse kinematics: privilege of a sub-set of goals.
Modulation of inverse kinematics: privilege of degrees of freedom.
PRACTICE
Modeling in Blender.
Stereo view through Oculus Rift, Google cardboard e Youtube.
Unity for VR.
Skeletal animation and rigging.
Real time animation through 3D cameras (Kinect / Orbbec)
Real-time animation with force sensors and smart objects.
Spatialized sound.
Real-time animation specialized in hands and eyes: Leap motion and Gaze Tracker Apple
Augmented reality for mobile devices (Vforia)
Augmented reality through Hololens
UI design for VR and best practices
Simple geometrical transformation and their concatenation. Transformations stack.
From 3D to 2D: calibration and fundations of augmented reality.
From 2D to 3D: fundations of VR. Skeletal animation. Direct kinematics. Skeletal animation through inverse kinematics.
Modulation of inverse kinematics: privilege of a sub-set of goals.
Modulation of inverse kinematics: privilege of degrees of freedom.
PRACTICE
Modeling in Blender.
Stereo view through Oculus Rift, Google cardboard e Youtube.
Unity for VR.
Skeletal animation and rigging.
Real time animation through 3D cameras (Kinect / Orbbec)
Real-time animation with force sensors and smart objects.
Spatialized sound.
Real-time animation specialized in hands and eyes: Leap motion and Gaze Tracker Apple
Augmented reality for mobile devices (Vforia)
Augmented reality through Hololens
UI design for VR and best practices
Prerequisites for admission
None
Teaching methods
Frontal lessons for theory and exercising in the lab for practice.
Teaching Resources
Slide made available in the web site: https://ais-lab.di.unimi.it/Teaching/VR/Programma.html
Assessment methods and Criteria
Oral on theory + project
Professor(s)