0% found this document useful (0 votes)
9 views5 pages

VR Quiz Ans-1

Uploaded by

joyaluca2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views5 pages

VR Quiz Ans-1

Uploaded by

joyaluca2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

QUIZ

Virtual Reality (July – Dec 2023)


Max. Marks: 15 Max.
Time: 50 mts
1) Write three negative factors related to the “presence” aspect of a VR system.
[1.5]
2) What is the role of sensory fidelity in VR environment? Should it be high or low for better VR experience?
[1.5]
3) Do films special effects fall under Virtual Reality? Justify your answer.
[1]
4) What is the reality-virtuality continuum? Draw related diagram.
[1.5]
5) What is augmented reality? Write an example. What is important to increase the effectiveness of an
augmented reality system? [2]
6) Define the terms Field of Regard (FOR) and Field of View (FOV). What is the relationship between the two
(draw suitable diagram)? [2]
7) What is “Storyboarding”? What is its purpose in building a VR system?
[1.5]
8) What benefit does BSP tree offer over Octree encoding?
[1]
9) Write 3 different possible ways of incorporating ‘depth cueing’ in a wiremesh display of 3D objects.
[1.5]
10) Define isometric projection and draw the same for a cube.
[1.5]

1) (Definition not compulsory)

"Presence" is defined as the degree to which participants subjectively feel that they are somewhere
other than their actual physical location because of the effect of a computer-generated simulation.

Negative factors to presence

● Obtrusiveness
● Heavy HMD, wired and tethered sensors etc.
● Interference from real world (e.g. noise)

2)

Sensory fidelity refers to the degree to which a virtual environment can realistically simulate the
sensory experiences of the real world. It should be high , moreover should be accurate neither too
low and not too high.The higher the fidelity of graphics, audio, haptic feedback etc compared to real
life, the more immersive and engaging the VR experience will be. Low fidelity can break the illusion
of reality.

3) Film special effects do not fall under the category of virtual reality. They are a kind of visual
illusion or trickery used in movies to create extraordinary events or scenes that cannot be achieved
by normal means. Films are passive, pre-rendered 3D experiences presented on a 2D screen
without interactivity.

4) Reality-virtuality continuum shows the range between the completely real physical environment
and the completely virtual environment. It signifies that with advancing technologies, virtual
environments can mimic reality more closely.
5)Augmented reality (AR) is a technology that overlays digital information or virtual objects onto the
real-world environment, enhancing the user's perception and interaction with the surroundings. It
combines virtual elements with the real world in real-time.

Example:

Reconstruction of 3D digital heritage objects {can be other examples also}

Before reconstruction

After reconstruction

To increase the effectiveness of an augmented reality system, some important factors are:

Accuracy of object recognition and tracking: The AR system must be able to accurately recognize
and track real-world objects to correctly superimpose virtual elements.

Low latency: The system should respond swiftly to changes in the user's perspective or interaction to
maintain the illusion of reality.

High-quality graphics: The virtual elements should be realistic and blend seamlessly with the real-
world environment to avoid breaking the illusion.
User-friendly interface: The system should be intuitive to use and the interaction with virtual
elements should be as natural as possible.

6)Field of Regard (FOR): Field of Regard refers to the total area or space in which a person or device
can direct their attention or observation.

Field of View: Field of view, on the other hand, refers to the extent of the observable world or scene
that can be captured or displayed by a device or system. It is usually measured in terms of the angle
that the camera or display can cover.

(Similar diagrams may be given)

7) Storyboarding is a process of visually organizing a story or a concept, often used in film


production and animation. It involves creating a series of images or sketches to represent the
sequence of events or interactions.

In the context of VR systems, storyboarding is used to plan out the user's journey and interactions
within the virtual environment. It helps designers and developers visualize how the user will
experience the VR environment, what actions they can take, and how the system will respond.

8) BSP trees can handle non-uniformly distributed objects better than Octrees. Octrees perform best
with uniformly distributed objects, whereas BSP trees can partition space according to the actual
distribution of objects.

BSP trees are often better for indoor scenes where you have lots of flat surfaces and rectangular
rooms. This is due to the fact that BSP trees split space along arbitrary planes.

Collision detection: BSP trees can provide efficient collision detection which is necessary in many VR
applications.
Dynamic Scenes: In dynamic scenes where objects move or change shape frequently, BSP trees can
be updated more efficiently than Octrees.

Adaptive Partitioning: BSP trees can adaptively partition space based on the distribution of objects,
which can lead to more efficient storage and traversal in some cases. Octrees have a fixed,
uniform partitioning scheme, which may result in wasted space.

Visibility Culling: BSP trees can help determine which parts of a scene are visible from a given
viewpoint. Octrees require additional techniques or modifications to achieve efficient visibility
culling.

9)

Incorporating Depth Cueing in Wiremesh Display of 3D Objects: Depth cueing is a technique used to
convey depth perception in 3D scenes. In wiremesh representations, you can achieve depth cueing
through various methods:

Color Gradient: Assign different colors or shades to wireframes based on their depth from the viewer.
Objects closer to the viewer can have brighter or more saturated colors, while objects farther away
can have dimmer or desaturated colors. This mimics the natural phenomenon of objects appearing
more colorful and detailed when they are closer.

Line Thickness: Adjust the thickness of wireframe lines based on depth. Lines for objects closer to
the viewer can be thicker, while lines for more distant objects can be thinner. This creates a visual
distinction that helps viewers perceive depth.

Fading: Gradually fade the wireframes of objects as they move farther from the viewer. This
technique involves reducing the opacity or transparency of wireframes for distant objects, making
them appear as if they are fading into the background.

Perspective foreshortening effect: Given two same size objects - near object looks bigger than the far
away object.

10) Isometric Projection is a method for visually representing three-dimensional objects in two
dimensions. It is a form of parallel projection, where all the projection lines are parallel to each other.
It is a type of axonometric projection where the three axes of the 3D object are projected onto the
2D plane at equal angles. In an isometric projection, all three axes are equally foreshortened.

You might also like