Virtual Reality (Part II)

Slides: PDF

Required Reading: None

References:

  • H.D. Crane and C.M. Steele. “Accurate three-dimensional eyetracker.” Applied Optics. 17: 5, 1 March 1978.
  • Google Daydream.
  • Jono MacDougall. “How Magic Leap Works – From Field of View to GPU.” July 26, 2016. GPU of the Brain.  
  • Cornsweet, T.N., and H.D. Crane. “Accurate two-dimensional eye tracker using first and fourth Purkinje images.” Journal of the Optical Society of American. 63: 8, August 1973.
  • Steve Lohr. “IBM’s Design-Centered Strategy to Set Free the Squares.” The New York Times. November 14, 2015. The New York Times.
  • Margaret Sullivan. “The Tricky Terrain of Virtual Reality.” The New York Times. November 14, 2015. The New York Times.
  • Ben Lang. “Nvidia Says New Foveated Rendering Technique is More Efficient, Virtual Unnoticeable.” July 21, 2016. RoadtoVR.com
  • Quentyn Kennemer, “Samsung Project Beyond: 16 Cameras capturing 360 Degrees in 3D.” Phandroid. July 8, 2015. Phandroid.
  • “Virtual Reality surfing in 360 degree GoPro Video.” GoPro UK. November 15, 2015. GoPro UK.
  • Sean Buckley. “This is How Valve’s Amazing Lighthouse Tracking Technology Works.” Gizmodo. May 19, 2015. Gizmodo.
  • Travis Deyle. “Valve’s “Lighthouse” Tracking Systems May Be Big News for Robotics.” Hizook. May 17, 2015. Hizook.
  • Jake Silverstein. “The Displaced: Introduction.” The New York Times. November 5, 2015. The New York Times.