摘要:I will start with an overview on VR platform containing the Project Window, Scene, Hierarchy, Inspector and Game. I will then discuss the concepts of lighting, camera, shader, animation workflow and setup of elements including objects, characters, and properties, using humanoid animation retargeting. Polygons or triangulated mesh is employed to make up a character model, and a joint hierarchy or skeleton defines the bones inside the mesh and their movement in relation to one another. Connecting the skeleton to the mesh is known as skinning. These VR components can be used in isolation or pieced together to provide fully immersive VR experiences. We will also discuss some advanced techniques for collision detection, character control and navigation.
报告人简介
Dr Lin Feng is an Associate Professor and the Director of Biomedical Informatics Lab, School of Computer Science and Engineering, Nanyang Technological University, Singapore. His research interest includes biomedical informatics, bioimaging, graphics and visualization, as well as virtual reality. He has published 240 technical papers in journals of high impact factors, books and conferences. He is a Senior Member of IEEE.
Lin Feng教授是新加坡南洋理工大学计算机科学与工程学院的生物医学信息学实验室的主任。他的研究兴趣包括生物医学信息学、生物影像、图形学和可视化、虚拟现实。他在高影响因子期刊、会议上已经发表了240篇论文。他是IEEE高级会员。
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