CS6175 Virtual Reality and Game-Engine Technologies
Part ICourse Duration: One semester
Credit Units: 3
Medium of Instruction: English
Equivalent Courses: Nil
Equivalent to the Old Course Code & Title: IT6304 Selected Topics on Virtual Reality
Exclusive Courses: Nil
Part II Course Aims
Virtual reality emphases on the construction of interactive 3D virtual environments, and how to interact with such environments through different sensory channels, such as audio, vision and gesture. Virtual Reality has many applications. The most popular one is 3D computer gaming, which is attracting a lot of attention in recent years. This course aims at introducing advanced virtual reality techniques and their applications. In particular, it investigates the 3D computer gaming application and the game engine architectures.
Course Intended Learning Outcomes (CILOs)
Upon successful completion of this course, students should be able to:
|identify the important characteristics of different virtual reality techniques;|
|evaluate and critique different types of virtual reality systems;|
|evaluate and critique different game engine architectures;|
|design and apply virtual reality techniques to address real-world problems.|
Teaching and Learning Activities (TLAs)
(Indicative of likely activities and tasks designed to facilitate students’ achievement of the CILOs. Final details will be provided to students in their first week of attendance in this course)
Suggested lecture/tutorial/laboratory mix: 2 hrs. lecture; 1 hr. tutorial.
|Lecture: The lecture will focus on the introduction and evaluation of virtual reality technologies and their applications. In particular, it explores a very popular application of virtual reality – game engines.|
|Tutorial: Students are required to work on different exercises and case studies that are relevant to virtual reality technologies and applications. Some of the tutorial exercises will involve evaluation and design of virtual reality technologies.|
|Project: Students design and implement suitable virtual reality applications to solve real-world problems.|
(Indicative of likely activities and tasks designed to assess how well the students achieve the CILOs. Final details will be provided to students in their first week of attendance in this course)
Type of Assessment Tasks/Activities
Coursework: The ability of students to apply suitable approaches to address the problems described in the tutorials’ case studies will be used to assess this ILO.
Examination: Final examination will include questions to assess the capability of students to identify the important features of different virtual reality techniques.
|Coursework: Students are required to evaluate different virtual reality techniques in the tutorials’ exercises and case studies. |
Examination: Final examination will include questions to perform a critical comparison of different virtual reality techniques.
|Coursework: Students are required to evaluate and compare different game engine architectures and technologies in the tutorial exercises and case studies.|
Examination: Final examination will include questions to perform a critical comparison of different game engine architectures/technologies.
|Coursework: Students are required to design a virtual reality system in the tutorial exercises and to solve real-world problems. The effectiveness of the proposed solutions will be used to assess this CILO.|
Project: Students are required to work on a project to design or apply virtual reality techniques to build an application, according to some given requirements.
Examination: Final examination will include questions to assess students' capability to design and apply suitable virtual reality techniques to solve real-world problems.
Grading of Student Achievement: Refer to Grading of Courses in the Academic Regulations
Grading pattern: Standard (A+, A, A-…F)
Examination duration: 2 hours
Percentage of coursework, examination, etc.: 40% CW; 60% Exam
Grading pattern: Standard (A+AA-…F)
For a student to pass the course, at least 30% of the maximum mark for the examination must be obtained.
This is a CEF approved course, students who want to apply for CEF claims must achieve at least 70% minimum attendance and obtain 50% of passing mark for the assessment of the course. (Subject to approval from Office of the CEF)
Keyword Syllabus:Real-time Rendering Techniques. Animation Techniques. Obstacle Avoidance. Emotion and Expressions. Physically Based Modeling. Motion Capture. Tracking Techniques. Display Systems. Game Engine Architecture. Virtual Reality Applications. Graphics Systems. Audio Rendering.
· Virtual Reality TechnologiesOverview of input and output devices for VR: head-mounted display, data gloves, 3D video capture, 3D displays, CAVE, haptic devices, motion tracking.
· Interaction Techniques in Virtual Reality
3D selection and manipulation techniques, 3D user interface design and evaluation, gesture recognition and tangible interfaces.
· Virtual Environments and Distributed Virtual Environments
Real-time rendering techniques, visibility determination, motion prediction, motion synchronization.
· Applications of Virtual Reality
Applications of VR in different areas such as training, simulation and information visualization.
· Game Engine Technologies
Game Engine Architecture, Single- and Multi-Player techniques.
Department of Computer Science