Arvr Unit 2
Arvr Unit 2
VR Headset:
The VR headset is the primary interface between the user and the virtual
environment.
It includes sensors for tracking head movements (gyroscopes, accelerometers,
and sometimes external tracking sensors like cameras or Lighthouse base
stations).
PC or Console:
The GPU is responsible for rendering 3D graphics with high frame rates to
ensure a smooth VR experience.
It processes geometry, textures, lighting, and shaders.
The CPU handles various tasks, such as physics simulations, AI, and game logic.
It manages the overall coordination of VR operations.
Memory (RAM):
High-speed RAM stores data required for rendering and running the virtual
environment.
It stores textures, models, and other assets.
VR Tracking System:
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Motion Controllers:
VR Software Platform:
The VR software platform includes the operating system, VR runtime, and VR-
specific APIs.
It manages the VR hardware, handles input from sensors, and renders the
virtual world.
VR Content:
Audio System:
Network Connectivity:
Rendering techniques
All that matter is the angle that the surface makes with respect to the light
source.
Let n be the outward surface normal and let ℓ be a vector from the surface
intersection point to the light source.
Assume both n and ℓ are unit vectors, and let θ denote the angle between
them.
The dot product n · ℓ = cos θ yields the amount of reduction (between 0 and
1) due to the tilting of the surface relative to the light source.
Think about how the effective area of the triangle is reduced due to its tilt. A
pixel under the Lambertian shading model is illuminated as
R = dRIR max(0, n · ℓ)
G = dGIG max(0, n · ℓ)
B = dBIB max(0, n · ℓ),
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in which (dR, dG, dB) represents the spectral reflectance property of the
material (triangle) and (Ir, IG, IR) is represents the spectral power
distribution of the light source.
Under the typical case of white light, IR = IG = IB.
For a white or gray material, we would also have dR = dG = dB.
Using vector notation, can be compressed into
L = dI max(0, n · ℓ)
Where L = (R, G, B), d = (dR, dG, dB), & I = (IR, IG, IB).
It plays roles in: computer and video games, simulation software, visual
effects for movies or TV, and simulation of designs, each using a different
arrangement of functions and strategies. A large range of renderers are
accessible as a service.
Some are incorporated into big items of modeling and animation, others are
stand-alone, others are open-source ventures free of charge.
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Pre-rendering is a computer-intensive method typically used for the
formation of movies, while real-time rendering is sometimes done for three-
dimensional computer games that focus on the utilization of three-
dimensional hardware accelerator graphics processors.
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2.4 PC-Graphics Architecture
System RAM is general-purpose memory that the CPU uses to store data that
is actively being used or processed. While it's not directly responsible for
graphics rendering, having sufficient system RAM is crucial for overall system
performance, especially when running multiple applications simultaneously.
In graphics-intensive tasks, having enough RAM allows for smoother
operation and better multitasking.
Video RAM (VRAM):
VRAM is a specific type of memory reserved for the GPU. It is used to store
textures, frame buffers, and other graphics-related data. The amount of
VRAM on a graphics card is a critical factor, particularly for gaming and other
graphics-intensive applications. Higher VRAM allows for larger textures and
more complex scenes, and it can impact the performance at higher
resolutions.
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In summary:
It is the brain of the video card and determines what exactly the board can
and can’t do.
In this, chipsets are one of the core components and better chipsets will
provide you more efficient and more acceleration features.
Better chipsets include extended capabilities or we can say extra
functionalities like 3D acceleration.
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Video memory
There are two important issues with video memory of graphic accelerator
cards – memory size and memory type. The video memory of traditional
display adapters such as EGA, VGA, etc., was known as “frame buffer’
because core purpose of the video memory was to store frame pixel bits.
In sharp contrast, the video memory chips of graphic accelerators not only
stores frame pixel bits buffering removes this limitation, enabling frame rates
that match the full refresh rate of the monitor.
RAMDAC –
In low cost and earlier VGA cards, the RAMDAC is integrated into the video
controller chip. But in high-performance graphic cards, the RAMDAC is
separate.
The Digital to Analog converter (DAC) part of the RAMDAC chip converts
digital values of three primary colors into analog video signals. In this, you
can say RAM on a RAMDAC is used for holding information like palette
information and not for the actual image. Graphic accelerators need faster
DACs to support higher screen refresh rates, which is essential for 3D
graphics.
Software driver –
Drivers are actually part of the board and they play the controlling role in all
graphic accelerators.
In general, drivers are sophisticated chunks of code that enable graphic
cards to talk and take orders from the operating system and its applications.
Without the graphic card driver software, there is no way a gaming
application will know how to generate the display because Windows would
have no idea that the card is there.
3DMark:
Description: 3DMark is one of the most popular and widely used benchmarks for
assessing overall graphics performance. It includes various tests such as Fire
Strike, Time Spy, and Port Royal, each focusing on different aspects of GPU
performance like gaming, DirectX 12 capabilities, and ray tracing.
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Unigine Heaven and Valley:
Description: Unigine Heaven and Valley are benchmarks that stress the GPU by
rendering highly detailed environments. They are often used to test the stability
and performance of graphics cards, especially in scenarios involving large-scale
landscapes and intricate textures.
FurMark:
Description: FurMark is a GPU stress test that pushes graphics cards to their limits.
It renders a furry object using various algorithms and shaders, putting a heavy load
on the GPU. FurMark is commonly used to test the stability and cooling
performance of graphics cards.
Cinebench:
Superposition Benchmark:
SPECviewperf:
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2.7 AR-VR Workstation Based Architectures
The Silicon Graphics Onyx2 rack system, SGI Onyx 3000 series, and SGI Onyx 300
graphics systems use a dedicated graphics enclosure that houses one or two
InfiniteReality graphics pipes. The first pipeline has up to four RM boards, and the
second pipeline has up to two RM boards. (Figure 2 shows a graphics module with
two InfiniteReality pipes: pipe 0 with four RM boards, and pipe 1 with two RM
boards.)
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In contrast to the previously mentioned systems, the Silicon Graphics Onyx2
deskside graphics system can be configured with a maximum of one pipeline
with two RM boards.
The Silicon Graphics Onyx2 deskside graphics system includes the following
components:
• Geometry engine (GE) (one board per pipe)
• Raster manager (RM) (one or two boards per pipe)
• Display generator (DG5) (one board per pipe)
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2.11 Collocated Rendering Pipelines
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2.12 Distributed Virtual Environments
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2.13 AR Architecture
Augmented Reality is technology in computer graphics which combines the
real time environment with the digital one. In Virtual reality users totally
experience new world while in augmented reality digital information display over
the real environment. To experience Augmented Reality user need AR headset.
1. User
2. Device
3. Interaction
4. Virtual Content
5. Tracking
6. Real life Entity
1. User: The most essential part of augmented reality is its user. The user can
be a student, doctor, employee. This user is responsible for creation of AR
models.
2. Interaction: It is a process between device and user. The word itself consist
of its meaning some action perform by one entity as result in creation or
some action performed by other entity.
3. Device: This component is responsible for creation, display and interaction
of 3D models. The device can be portal or in static state. Example, mobile,
computer, AR headsets etc.
4. Virtual Content: The virtual content is nothing but the 3D model created or
generated by the system or AR application. Virtual content is type of
information that can be integrated in real world user’s environment. This
Virtual content can be 3D models, texture, text, images etc.
5. Tracking: This component is basically process which makes possible
creation of AR models. Tracking is sort of algorithm which help to determine
the device where to place or integrate the 3D model in real world
environment. There are many types of Tracking algorithm available which
can be used in development of AR applications.
6. Real-life entity: The last component AR architecture is real world entities.
This entities can be tree, book, fruits, computer or anything which is visible
in screen. AR application does not change position of real life entity. It only
integrate the digital information with this entities.