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AR VR - Unit2 - Computer Graphics and Geometric Modelling - T

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AR VR - Unit2 - Computer Graphics and Geometric Modelling - T

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nandutripathi138
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Bharati Vidyapeeth Deemed to be University

College of Engineering, Pune


Department of Electronics & Communication Engineering

SUB- AUGMENTED REALITY & VIRTUAL REALITY

UNIT-III Computer Graphics and Geometric Modelling

Content- The virtual world space, positioning the virtual observer, human vision, stereo
perspective projection, colour theory, 2D to 3D conversion, 3D spaces curves, 3D boundary
representation, Simple 3D modelling, Illumination models, Reflection models, Geometrical
Transformations: Introduction, Frames of reference, Modelling transformations.
______________________________________________________________________________
Virtual World Space:
• Virtual World Space, in the Virtual Reality (VR), constitutes the digital environment meticulously
crafted to serve as the backdrop for the user's immersive experience. It is a simulated three-
dimensional universe, a digital realm where users can explore, interact, and engage with objects,
landscapes, and entities. This digital space exceeds the constraints of reality, enabling experiences
beyond the physical world's limitations. This flexibility opens up endless possibilities for
creativity and imagination in VR content creation. Designing Virtual World Space is similar to
crafting a detailed, interactive painting. Elements must be strategically placed to guide users and
foster exploration.
Example- In an educational VR tour of an ancient civilization, landmarks, information points,
and interactive exhibits would be positioned to facilitate a seamless learning experience
Consider a VR game set in a fantasy realm. The Virtual world space would comprise forests,
mystical creatures, and towering castles—all constructed using advanced computer graphics.
Users can navigate through this fantastic environment, interacting with elements like picking up
objects or killing dragons.
Positioning the Virtual Observer:
Positioning the virtual observer involves determining the virtual camera's exact location and orientation
within the Virtual world space. This process is instrumental in providing the user with a natural,
comfortable, and realistic perspective from which they will perceive the virtual environment.
• Imagine a VR simulation of a spacewalk. The observer's position and orientation must be precisely
calibrated to replicate the experience of floating in zero gravity, with Earth or the vastness of space
stretching out before them. A miscalculation could lead to discomfort or disorientation.
• The observer's viewpoint has a profound impact on the user's sense of presence within the virtual
environment. If positioned correctly, users feel as if they are genuinely inhabiting the digital space. For
instance, in a VR architectural walkthrough, the observer's viewpoint should allow for a natural
exploration of the space, mimicking the experience of physically walking through the building.
• Achieving accurate observer positioning demands sophisticated tracking systems. These systems
continuously monitor the user's head movements and adjust the virtual camera's position in real-time.
This dynamic tracking is pivotal in preventing motion sickness and ensuring a seamless, enjoyable
experience.

3. Human Vision:
• Human Vision encompasses various factors, including Field of View, Depth Perception, and Visual
Acuity, which collectively determine how we perceive the world around us. Consider a VR simulation
of a dense forest. The Field of View must be carefully calibrated to mimic our natural peripheral vision,
providing a realistic sense of immersion. This ensures that users can perceive objects and movement in
their peripheral vision, enhancing the feeling of presence.
• Depth Perception, allows us to gauge distances between objects. In VR, this is achieved through
techniques like stereoscopic rendering, where slightly different images are presented to each eye to
create a 3D effect. This enables users to accurately judge distances within the Virtual World
Space.Visual Perception pertains to our ability to discern fine details. In a VR medical training scenario,
accurate visual representation of anatomical structures is crucial for educational effectiveness. High-
resolution graphics and precise modeling ensure that users can study and interact with virtual organs
and tissues with accuracy and clarity.
Graphics rendering pipelines

A graphics rendering pipeline is a series of stages and processes that transform 3D data into 2D
images on a computer screen. This process is essential for rendering everything from video
games to computer-generated imagery (CGI) in movies.
The stages of a graphics rendering pipeline include:

1. Geometry Processing: This is where 3D models are transformed and manipulated. It involves
tasks like vertex transformation, clipping, and culling. In this stage, the application or
software defines the 3D scene, including objects, lights, camera positions, and materials.
The application sends this scene data to the graphics hardware via a graphics API like
OpenGL, DirectX..
2. Rasterization: The pipeline converts the processed 3D data into 2D fragments or pixels.
These fragments are then shaded and textured.
3. Fragment Shading: This stage calculates the final color of each pixel based on lighting,
materials, and textures.
4. Raster Operations: Here, depth testing and blending are performed to determine which pixels
should be displayed and in what order. asterization takes the 3D primitives and converts
them into 2D fragments or pixels on the screen. It determines which fragments belong to
which primitives and calculates their positions in screen space.
5. Display Output: Finally, the processed 2D image is sent to the display for viewing.
Projection & its classification
Projection- Projection in computer graphics is the process of converting 3D points in a virtual
world into 2D points that can be displayed on a 2D screen or image. This is a critical step in
the graphics rendering pipeline because it enables the representation of 3D scenes on a 2D
display.
Types of projection
a) Perspective Projection: Perspective projection is a method of projection that mimics the way
humans perceive the world. In this type of projection, objects that are farther away from the
viewer appear smaller than objects that are closer. It involves the use of a perspective matrix
to transform 3D coordinates into 2D coordinates. This creates the illusion of depth and
realism in computer graphics. It creates a sense of depth and realism, making it suitable for
most 3D rendering applications.
b) Orthographic Projection: Orthographic projection is a type of projection where objects are
projected onto the 2D plane without considering their depth. In other words, objects at
different depths in the 3D world are represented at the same size on the 2D plane. This type
of projection is often used in technical and engineering drawings where precise
measurements are more critical than creating a realistic sense of depth. Lines that are
parallel in 3D space remain parallel in the projection. It's suitable for applications like
architectural and engineering drawings.
c) Stereo Perspective Projection: Stereo perspective projection, also known as stereoscopic
projection, is a technique used to create a 3D effect by simulating the slightly different
views seen by each eye in human vision. It is an essential technique in Virtual Reality (VR)
that emulates the way human vision processes depth perception. It involves rendering two
distinct images, each intended for one of the user's eyes, with slight variations in
perspective. This technique capitalizes on the physiological principle of binocular vision,
where our eyes perceive slightly different views of the same scene, which our brain then
interprets to gauge depth. This technique is employed in 3D movies and virtual reality to
create a sense of depth and immersion. It is essential for creating realistic 3D experiences in
applications like 3D movies and virtual reality, as it closely mimics the way human vision
perceives depth. It enhances immersion and allows for a more compelling and interactive
visual experience.
Working of stereo perspective projection
• Two slightly offset perspective projections are generated, simulating the view from the left eye
and the right eye. When these images are viewed separately by each eye (usually through special
glasses or VR headsets), the brain combines them to perceive depth. The differences in the two
images, called binocular disparity, create the illusion of objects appearing at different depths. In
practice, this is similar to how we view the world in real life. When we focus on an object, our
eyes perceive it from two different angles. This disparity allows us to determine how far away
the object is, creating the perception of depth. In VR, by presenting slightly different images to
each eye, the brain processes this information to create a three-dimensional effect.
Example- In a VR simulation of a forest, Stereo Perspective Projection would ensure that trees
at different distances appear appropriately spaced, creating a realistic sense of depth. This is
crucial for tasks like gauging distances, aiming objects, or navigating through complex
environments.

Colour Theory:
• Understanding Colour Theory is important in crafting a visually appealing and comfortable VR
experience. Colours induce emotions, influence mood, and can significantly impact the overall
atmosphere of the Virtual World Space. Moreover, in VR, where immersion is key, colours play a vital
role in enhancing realism. Considering colour contrast is key to ensure readability of text and
information within the VR environment. Proper contrast ratios between text and background colours are
essential for accessibility and user comfort. Complementary colours (those opposite each other on the
colour wheel) can be used to create visually striking and dynamic scenes. Analogous colours (those
adjacent to each other) can be used for a harmonious and balanced visual experience.
Example- consider a VR application for relaxation and meditation. Soft, muted colours like blues and
greens would be chosen for their calming and soothing effects. On the other hand, a VR game designed
for excitement and energy might employ vibrant, high-contrast colours to heighten adrenaline.

2D to 3D Conversion:
2D to 3D Conversion is the process of transforming two-dimensional images or content into a three-
dimensional format, an important step in VR development. This technique enables existing
applications to be integrated into the Virtual World Space, enhancing the overall immersive
experience. This conversion process is used to adapt traditional 2D media, such as movies or
artwork, into VR experiences. By adding depth and spatial information, flat images or scenes can
become immersive and interactive, offering users a new level of engagement and presence within
the Virtual World Space.
• Example-Consider a historical VR tour of an ancient city. Old photographs can be converted
into three-dimensional models, allowing users to explore and interact with historically accurate
representations. This process adds depth and realism to static images, transforming them into
interactive elements within the VR environment.
3D Space Curves
In Virtual Reality (VR), 3D Space Curves represents the mathematical representations of curves and
surfaces in three-dimensional space. These mathematical models are used to define complex shapes and
surfaces within the virtual environment. They provide a precise and systematic way to describe the
contours and forms of objects in the VR world. 3D space curves are also essential in creating organic
shapes, architectural designs, and other intricate structures within the virtual environment. They allow for
precise control over the geometry and appearance of objects, enabling developers to craft realistic and
visually appealing VR experiences.
In a VR simulation of a car, 3D space curves would be used to define the contours of the vehicle's body,
including curves for the roof, fenders, and other distinctive features. These curves are essential for
accurately modeling and visualizing the car's shape and form.

3D Boundary Representation
• 3D Boundary Representation is a technique used in Virtual Reality to define the shape and structure of
three-dimensional objects within the virtual world. It involves representing objects using their surfaces
or boundaries, essentially encapsulating the external form of an object in a virtual space. It is crucial
for collision detection and physics simulations in VR. It also allows the system to understand how
objects interact with each other, enabling realistic interactions such as object collisions, physics-based
movements, and simulations of forces like gravity.
Example-Imagine a VR simulation of a building. The walls, windows, and roof of the structure would
be defined using surfaces, creating a realistic representation of the architectural elements. This
technique is particularly useful for accurately modeling complex objects with intricate surface details.

Modeling in Virtual reality

• Modeling is essential for creating realistic 3D environments and objects in VR. Highly accurate models
make the virtual world feel more lifelike and immersive. This realism enhances the user's sense of
presence within the virtual environment. VR involves user interaction with virtual objects. Accurate
models enable users to interact with these objects in a natural and intuitive manner. Well-designed
models ensure visual consistency within the VR environment. When objects and environments are
accurately modeled, they behave in ways that users expect based on their real-world experiences. This
consistency is critical for creating a believable and comfortable VR experience.
• VR has numerous applications in training and simulation, such as medical training, flight simulation,
and industrial maintenance. Accurate models are essential for simulating real-world scenarios
effectively. Medical procedures, aircraft controls, and machinery can be modeled to provide realistic
training experiences. In fields like architecture and construction, VR is used to visualize building
designs before construction begins. Detailed modeling allows architects and clients to explore and make
decisions within a virtual representation of the structure, saving time and resources. VR plays
important role in education. Accurate models can represent historical sites, scientific concepts, and
complex data in such a way that students can explore subjects in a more immersive and interactive
manner. Game developers use 3D models for characters, environments, and objects to provide players
with visually stunning and engaging experiences
Types of modeling in VR
1. Simple 3D Modelling- Simple 3D Modelling involves the creation of basic three-dimensional objects
or structures within the virtual environment. This can range from simple geometric shapes like cubes,
spheres, and cylinders to more complex objects like furniture, architectural elements, or even
characters. By starting with basic shapes and gradually adding detail, developers can ensure that the
virtual environment remains efficient and responsive, even on lower-end VR hardware.
Example- In a VR architectural walkthrough, simple 3D modeling would be used to create the basic
building blocks of the environment, including walls, floors, and basic furniture. These models serve as
the foundation upon which more detailed and intricate elements can be added.
2. Illumination Models- Illumination Models simulates how light interacts with objects within the virtual
environment. Proper illumination is critical for creating a realistic and immersive experience. In the
virtual world, just as in the physical world, the way light interacts with surfaces greatly influences how
we perceive shapes, textures, and colours. These models creates various lighting effects, such as
ambient lighting, specular highlights, and shadows. These effects contribute to the overall atmosphere
and mood of the VR environment. Properly implemented illumination models can make virtual spaces
feel more lifelike and engaging.
Example- VR simulation of a sunlit garden- An illumination model would calculate how the sunlight
interacts with the leaves of the trees, creating realistic highlights and shadows. This adds depth and
realism to the scene, enhancing the overall visual experience.
3. Reflection Models- Reflection Models involve simulating how light reflects off surfaces. This is
particularly important for achieving realistic visuals, especially when dealing with materials that have
reflective properties, such as mirrors, water, or shiny metals. Without accurate reflection models,
surfaces may appear flat and lack the depth and realism needed for an immersive VR experience.
Accurate reflection models also contribute to the perception of depth and spatial relationships within the
VR space. They allow users to visually confirm the presence of surrounding objects, which is crucial
for tasks like navigation and interaction
Example- VR simulation of a modern cityscape with glass skyscrapers-Reflection models would
calculate how the surrounding buildings and environment are reflected on the glass surfaces. This
creates a dynamic and realistic visual effect, enhancing the overall sense of presence within the virtual
environment.

Frames of Reference- Frames of reference establish a coordinate system relative to which positions
and motions are measured. Essentially, they provide a fixed point of reference against which the
movement and positioning of objects and the observer can be defined. Different frames of reference
can be used in VR, depending on the context and application. For example, in room-scale VR
experiences, the frame of reference might be set to the physical boundaries of the room. In other
cases, it might be set relative to a virtual object or a specific point within the virtual environment.
• Managing frames of reference ensures that user movements are accurately translated into the virtual
world, providing a seamless and immersive experience. Understanding how to establish and utilize
frames of reference is a key aspect of VR development.
• VR game where the user is exploring a virtual space, the frame of reference might be established at
the centre of the virtual room. As the user moves around, all positions and movements are tracked
relative to this point. This is crucial for accurately determining the user's location and orientation
within the virtual environment.

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