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Contents
1 Introduction
1.1 Virtual Reality: The Science of Illusion
1.2 Basic Concepts
1.2.1 Immersion
1.2.2 Presence
1.3 A Brief History of Virtual Reality
1.4 Reality-Virtuality Continuum
1.5 Metaverse
1.5.1 Metaverse and its Future
1.5.2 Major Technologies to Empower the Metaverse
Part I Fundamentals
2 Computer Graphics
2.1 Mathematics
2.1.1 Coordinate Systems
2.1.2 Vectors, Transformations and Matrices
2.1.3 Angular Representations
2.1.4 Projections
2.2 3D Modeling
2.2.1 Geometric Representations
2.2.2 Curves
2.2.3 Surfaces
2.3 3D Rendering
2.3.1 Local Illumination Model
2.3.2 Global Illumination Model
2.3.3 Textures
2.3.4 Rendering Pipeline
2.4 Game Engines
3 Computer Animation
3.1 Introduction
3.1.1 Animation Types: Real Time and Image by Image
3.1.2 Articulated Bodies and Virtual Characters
3.2 Motion Control Methods
3.3 Motion Capture and Performance Animation
3.3.1 Optical Motion Capture Systems
3.3.2 Non-Optical Motion Capture
3.3.3 Motion Capture Advantages and Disadvantages
3.4 Key-Frame Animation
3.4.1 Shape Interpolation and Parametric Keyframe Animation
3.4.2 Kochanek-Bartels Spline Interpolation
3.5 Inverse Kinematics3.6 Motion Retargeting
3.7 Procedural Animation
3.8 Physics-Based Animation
3.9 Behavioral Animation
Part II Virtual Worlds
4 Virtual Characters
4.1 Virtual Humans in Virtual Environments
4.2 Character Skinning
4.2.1 Skeleton-Based Deformations
4.2.2 Data-Driven Methods
4.2.3 Physics-Based Approaches
4.3 Locomotion
4.3.1 Locomotion Generation
4.3.2 PCA-Based Locomotion
4.4 Virtual Human-Object interaction4.4.1 Feature Modeling and Smart Objects
4.4.2 Grasping
4.4.3 Motion Planning
4.5 Facial Animation
4.6 Autonomous Characters
4.6.1 Why Autonomous Virtual Characters?
4.6.2 Properties of Autonomous Virtual Characters
4.6.3 Behaviors for Autonomous Virtual Characters
4.7 Crowd Simulation
5 Architecture of Virtual Reality Systems
5.1 Scene Graph-Based Systems
5.2 Semantic Virtual Environments
5.3 Generic System Architecture for VR Systems
5.4 Distributed Virtual Environments
5.4.1 Communication Architecture
5.4.2 Interest Management
5.4.3 Concurrency Control
5.4.4 Data Replication
5.4.5 Load Distribution
5.5 Metaverse
5.5.1 The Concept of Avatar
5.5.2 Online Worlds
5.6 Metaverse and the Internet of Things (IoT)
6 Mixed Realities
6.1 Augmented Reality and Augmented Virtuality
6.2 Tracking Techniques
6.2.1 Markers-Based Tracking
6.2.2 Marker-Less Tracking6.3 Mixed Reality Tool Kits
6.4 Deep Learning and 3D Hand Pose
Part III Perceiving Virtual Worlds
7. Senses and Sensors
7.1 Introduction
7.2 The 5 senses
7.3 The Extra Senses
7.3.1 Proprioception
7.3.2 Equilibrioception
7.3.3 Pallesthesia
7.3.4 Thermoception
7.3.5 Nociception7.3.6 Chronoception
8. Vision
8.1 Graphical Display Technologies
8.1.1 Cathode-Ray Tubes
8.1.2 Liquid Crystal Displays
8.1.3 Plasma Displays
8.2 Virtual Reality Displays
8.2.1 Head-Mounted Displays
8.2.2 Fish Tank VR
8.2.3 Handheld Displays
8.2.4 Large Projection Screens
8.2.5 CAVE Systems
9 Audition
9.1 The Need for Sound in VR
9.2 Recording and Reproduction of Spatial Sound
9.3 Synthesis of Spatial Sound
9.3.1 Sound Rendering
9.3.2 Head-Related Transfer Function
9.3.3 3D Sound Imaging
9.3.4 Utilization of Loudspeaker Location
9.4 Sound Systems for VR
9.4.1 Sound Hardware
9.4.2 Sound Engines
9.5 Immersive Sound
10 Touch
10.1 The Need for Touch in VR
10.2 Data Gloves
10.3 Haptic Rendering
10.3.1 History of Haptic Rendering
10.4 Haptic Interfaces
10.4.1 Vibrotactile Displays
10.4.2 Tactile Displays
10.4.3 Kinesthetic Displays
11 Smell and Taste
11.1 The Need for Smells and Tastes in VR
11.2 Smell Interfaces
11.3 Taste interfaces
12 Brain-Computer Interfaces
12.1 BCI Principles
12.2. BCI in Virtual Reality
Part IV Applications
13 Health Sciences
13.1 Virtual Surgery
13.1.2 Principles of Virtual Surgery
13.1.2 Case Studies in Virtual Surgery
13.1.3 Commercial Virtual Surgery Simulators
13.1.4 The Intelligent Digital Surgeon
13.2 Virtual Rehabilitation and Therapy
13.2.1 Physiotherapy
13.2.2 Psychological Therapy
13.2.3 Autism and Virtual Dolphins
13.3 Virtual Anatomy
14 Cultural Heritage
14.1 Virtual Campeche and Calakmul
14.2 Virtual Dunhuang
14.3 Terracotta Soldiers
14.4 EU-INCO CAHRISMA and ERATO
14.5 EU-HORIZON 2020 Mingei
15 Other VR Applications
15.1 Vehicle Simulators
15.2 Manufacturing
15.3 Entertainment
15.4 Virtual Reality and Sport
Mario A. Gutiérrez A. obtained a Ph.D. in Computer Science, with specialization in Virtual Reality from EPFL, Switzerland. He has co-authored several peer-reviewed international conference papers, scientific journal articles and books covering topics related to Computer Graphics, Virtual Reality and Human-Computer Interaction. He has served as assistant professor in Computer Graphics and Virtual Reality at Tecnológico de Monterrey in Mexico. In addition to his academic experience, Mario Gutierrez has worked for more than 10 years in the software and consumer electronics industries, focusing on research and development projects aimed at developing innovative computer peripheral devices and software for Virtual Reality and spatial computing applications. He is currently Sr. Software Engineer at Logitech Europe S.A., based in Lausanne, Switzerland.
Dr. Frédéric Vexo is a computer scientist, accomplished entrepreneur, and respected authority in the field of human-computer interaction. Born in 1974 in eastern France, his early fascination with computers sparked a lifelong passion for exploring their capabilities. He pursued a Ph.D. in computer science, immersing himself in the realms of physics and mathematics to create Virtual Worlds. As a senior researcher at the Swiss Federal Institute of Science in Lausanne, Switzerland, Dr Vexo led a talented team of graduate and Ph.D. students in pioneering research on virtual reality. Dr Vexo’s expertise is widely recognised through his extensive publications, including co-authoring books and over 100 scientific papers. He is a sought-after speaker at international conferences, sharing his knowledge and shaping the discourse on human-computer interaction. Passionate about education, Dr Vexo has dedicated himself to nurturing the next generation of innovators. He has taught graduate and undergraduate students in the captivating field of Human Computer Interaction, serving as an invited professor and senior researcher at institutions such as Tec Monterrey in Toluca, Mexico, and Keio University in Yokohama, Japan. Today, Dr. Vexo leverages his extensive experience as an advisor and strategist, guiding companies through digital transformation and supporting disruptive startups.
Prof. Daniel Thalmann is a renowned Swiss and Canadian computer scientist. He is currently an honorary professor at the EPFL in Switzerland and the executive director of R&D at MIRALab Sarl. He is co-editor-in-chief of Wiley's Journal of Computer Animation and Virtual Worlds (CAVW) and on the editorial boards of several other journals. Daniel Thalmann is programme chair and co-chair of CASA 2023 and CGI2023.
After receiving his Ph.D. in Computer Science from the University of Geneva in 1977, Daniel Thalmann began at the University of Montreal in Canada. He later became a professor at EPFL, Switzerland, where he founded the Virtual Reality Lab (VRlab). From 2009 to 2017, he was a visiting professor at the Nanyang Technological University in Singapore.
Daniel Thalmann has served on numerous programme committees and as programme chair and co-chair of several conferences, including IEEE VR, ACM VRST, and ACM VRCAI. He and his students have published several seminal papers in virtual reality, computer graphics and animation. He is co-editor and co-author of many books including 'Crowd Simulation' and 'Stepping into Virtual Reality', published by Springer.Throughout his successful career, Professor Daniel Thalmann has received many awards, including an Honorary Doctorate from Paul Sabatier University in Toulouse, France in 2003, the Eurographics Distinguished Career Award in 2010, the Canadian Human Computer Communications Society Achievement Award in 2012, and the CGI Career Achievement Award in 2015. More can be found on Daniel Thalmann in Wikipedia.
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