TU Wien:Virtual and Augmented Reality UE (Vasylevska)
- Virtual and Augmented Reality Advanced Topics PR (Diverse) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality Advanced Topics PR (Eidenberger) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality Advanced Topics PR (Schönauer) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality Geräte und Methoden VU (Fuhrmann) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality Geräte und Methoden VU (Gröller) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality UE (Kaufmann) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality UE (Podkosova) (TU Wien, 0 Materialien)
- Virtual and Augmented Reality UE (Vasylevska) (TU Wien, 1 Material)
- Virtual and Augmented Reality VO (Kaufmann) (TU Wien, 27 Materialien)
- Virtual and Augmented Reality LU (Csisinko) (TU Wien, veraltet, 0 Materialien)
Daten[Bearbeiten | Quelltext bearbeiten]
|Vortragende||Christian Schönauer• Khrystyna Vasylevska|
|Alias||Virtual and Augmented Reality (en)|
|Abteilung||Visual Computing and Human-Centered Technology|
|Links||tiss:188913 , Homepage|
|Master Media and Human-Centered Computing||Wahlmodul Digital Media - Interaction and Environment|
|Master Visual Computing||Wahlmodul Virtual Reality und Augmented Reality|
Inhalt[Bearbeiten | Quelltext bearbeiten]
Practical VR-excercise using Unity (or Unreal) as engine, and a LeapMotion and an HTC Vive for IO.
Ablauf[Bearbeiten | Quelltext bearbeiten]
WS17: See WS19 below. The slides were mixed English and German, but the tutorial-sessions were fully in English.
WS19: There's 4 assignments with the following foci:
- Using the Leap Motion (WS17: a small demo-app, where you manipulate cubes via gestures on the Leap).
- Using the HTC Vive (WS17: a billiard game played in a 3D-cube).
- Networking (WS17: a demo app, where one person on the Leap and one on the Vive manipulate boxes together).
- Developing a collaborative VR game. The game design is up to you, within a set of compulsory features (WS17: multiplayer, spawning objects, movement).
There's an optional tutorial for all assignments, and 1-3 weeks of time for development. The last assignment has a bit more time, you need to document and submit the idea in advance (which doesn't count towards the grade) and you'll get feedback for it.
Benötigte/Empfehlenswerte Vorkenntnisse[Bearbeiten | Quelltext bearbeiten]
Basic programming and vector algebra. Experience with Unity (especially networking via it) and C#-programming -- or Unreal and C++ -- as well as intro level graphics programming (as thought in the bachelor-degree courses "UE Introduction to Computer Graphics" and "VO/UE Computer Graphics") is helpful.
Vortrag[Bearbeiten | Quelltext bearbeiten]
The tutorials give a short overview over Unity and Unreal GUI that should allow you to do the exercise and avoid any pitfalls. The style is relatively ok and it's possible to follow it quite alright. It helps if you already read the slides in advance / prepare for the tutorial sessions as you'll take away more -- my group didn't and we had to study the slides and documentation afterwards in great effort and fell into a few of the pitfalls 😅
Übungen[Bearbeiten | Quelltext bearbeiten]
Four assignments (see "Ablauf" above)
Prüfung, Benotung[Bearbeiten | Quelltext bearbeiten]
Die Benotung ist sehr human.
Dauer der Zeugnisausstellung[Bearbeiten | Quelltext bearbeiten]
Zeitaufwand[Bearbeiten | Quelltext bearbeiten]
WS17: Overall, the effort required went quite noticeably beyond the 4ECTS/100h, even when staying strictly focused on the mandatory and optional features (i.e. not implementing anything in the final game that doesn't count towards the grade). The largest factor and at least half of the overall work was the networking required for assignments 3 and 4. When asking the course organizers why it features so prominently, the answer was that they want to groom people for further work at the institute (e.g. via a project or master thesis) and their net-code is usually what poses the largest hurdle to that.
Otherwise a lot of effort goes into fixing small physics glitches and fine-tuning physics-parameters and adjusting one's Leap gesture recognition code, etc as one would expect from interactive/game-programming using a game engine.
Still WS17: The above goes for Unity. From what i caught from the Unreal groups, the effort there is at least twice as much. One of the groups dropped out for that reason, another spent upwards of 400h per person (but also went all-out on the scope of their final project), as far as I recall.
Unterlagen[Bearbeiten | Quelltext bearbeiten]
Tipps[Bearbeiten | Quelltext bearbeiten]
You'll require a PC/GPU that's compatible with the HTC Vive. There's a lab (the "Holodeck") with a PC for testing and developing, but there's only this one workstation and it requires someone from the institute to be in. The stats for your own PC/GPU recommended in the intro slides are:
- GPU: GeForce GTX 970 / AMD Radeon R9 290
- CPU: Intel i5-4590 / AMD FX 8350
- RAM: >= 4 GB
- Video Output: HDMI 1.4
Depending on the state of Unity on Linux, if you run it as your only OS, you might be locked into using Unreal or getting a secondary OS.
If you're stuck with anything or experience weird effects in the engine, make sure to ask the course organizer (Khrystyna Vasylevska) -- she's super supportive and broadly available for questions.
Verbesserungsvorschläge / Kritik[Bearbeiten | Quelltext bearbeiten]
They should reduce (or drop) the networking and focus on the pure VR-AR aspects. However, they won't as from their intention is to groom people for further work at the institute (e.g. via projects and master theses)
In general, the organizer (Khrystyna Vasylevska) was very supportive, helpful and almost always available for questions, when one was stuck.