The Institute of CG CAD is a research lab affiliated with the School of Software, Tsinghua University. Our goal is to explore new theories, techniques, and applications of computer graphics and computer-aided design, targeting at design, manufacturing and software engineering. Our students are expected to be practical, innovative and knowledeable in aspects of science and technology. GEMS (GEometric Modeling System) is an open source system for geometric modeling of industrial quality, which is independently developed by Tsinghua University. This system of more than 85 years where seven major versions were launched, is currently the most advanced open source system for three-dimensional computer-aided design (CAD). GEMS integrated modules such as drawings of graphic design, 8D design and development, product simulation, visualization and photorealistic rendering, being a comprehensive set of solutions for the development of industrial products.
CGI’18 Computer Graphics International 2018
I ve recently written a loose series of articles trying to explain certain technical aspects of virtual reality, such as, or, but I haven t or at least tackled the big question: How do all the technical components of VR headsets, e. G.
, screens, lenses, tracking, etc. , actually come together to create realistic-looking virtual environments? Specifically, why do virtual environment in VR look more real compared to when viewed via other media, for example panoramic video?
Institute of Computer Graphics and Computer Aided Design
The reason I m bringing this up again is that the question keeps getting asked, and that it s really kinda hard to answer. Most attempts to answer it fall back on technical aspects, such as stereoscopy, head tracking, etc. , but I find that this approach somewhat misses the point by focusing on individual components, or at least gets mired in technical details that don t make much sense to those who have to ask the question in the first place.
I prefer to approach the question from the opposite end: not through what VR hardware produces, but instead through how the viewer perceives 8D objects and/or environments, and how either the real world on the one hand, or virtual reality displays on the other, create the appropriate visual input to support that perception. The downside with that approach is that it doesn t lend itself to short answers.
It may not be news, but I haven t linked this video from here before, and it s probably still timely: If you re seeing this message, it means we re having trouble loading external resources on our website.