Introduction to 3D rendering
Understand the rendering pipeline, materials, lighting and image formation.
Learning resources
Explore the course materials, then put the concepts into practice with the labs. Within each topic, labs follow a suggested learning order.
Build interactive scenes and understand how images are rendered.
Understand the rendering pipeline, materials, lighting and image formation.
Build a first interactive scene with objects, physics, scripts and a standalone build.
Compose a Unity diorama and work on materials, lighting and rendering with URP.
From a first immersive application to manipulation, navigation and software engineering.
Turn a Unity scene into a VR workshop: headset tracking, controllers, teleportation, object manipulation and event-driven interactions with OpenXR and XR Interaction Toolkit.
Direct grabbing, virtual rays, Near Far and two-handed manipulation: design and compare interaction techniques in virtual reality.
Compare continuous movement, teleportation, multi-scale navigation and Grabbing-the-Air in a virtual city and maze.
Develop a structured, instrumented VR application that is easy to debug, applying Unity/XR engineering best practices.
Track the real world and augment it on a smartphone or through projection.
From camera images and feature detection to robust tracking in mixed reality.
Detect and track a planar marker in a video stream using feature points and a homography.
Hands-on tutorial on projective augmented reality using camera-projector calibration and OpenCV.
Hands-on lab on smartphone augmented reality using ARCore.
Study comfort, avatars and embodiment in virtual reality.
Understand the factors that influence cybersickness and comfort in virtual reality.
Compare the effects of design choices on virtual reality comfort through an experimental study.
Explore how avatars and embodiment influence the virtual reality experience.
Design studies, analyse data and interpret results.
Concevoir une étude, choisir les tests statistiques et interpréter les résultats.
Prepare your workstation and present your work clearly.
Prepare Unity and the C# editor on school workstations before the labs.
A short, illustrated report presenting your progress, implementation choices and final result.