PORTALE DELLA DIDATTICA

PORTALE DELLA DIDATTICA

PORTALE DELLA DIDATTICA

Elenco notifiche



Virtual Reality and Graphics Engine

01WPTZT

A.A. 2026/27

Course Language

Inglese

Degree programme(s)

Minor Program Designing Experiences In Virtual Environments - Torino

Course structure
Teaching Hours
Lezioni 30
Esercitazioni in laboratorio 24
Esercitazioni in aula 9
Tutoraggio 30
Lecturers
Teacher Status SSD h.Les h.Ex h.Lab h.Tut Years teaching
De Lorenzis Federico   Assegnista di Ricerca   25,5 0 15 0 1
Co-lectures
Espandi

Context
SSD CFU Activities Area context
IINF-05/A 6    
2026/27
The course introduces the theoretical foundations and practical development workflows of immersive eXtended Reality (XR) applications, with a focus on real-time 3D graphics engines. The first part of the course introduces the principles of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), human–computer interaction paradigms, input and output devices, and hardware and software architectures for XR systems. The second part focuses on using Unreal Engine as a real-time graphics engine for developing interactive VR experiences. Students will learn the fundamentals of real-time rendering, scene organization, asset integration, lighting and materials, interaction design, and VR-specific development workflows. Practical activities and hands-on labs will guide students in creating interactive virtual environments based on selected case studies.
The course introduces the theoretical foundations and practical development workflows of immersive eXtended Reality (XR) applications, with a focus on real-time 3D graphics engines. The first part of the course introduces the principles of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), human–computer interaction paradigms, input and output devices, and hardware and software architectures for XR systems. The second part focuses on using Unreal Engine as a real-time graphics engine for developing interactive VR experiences. Students will learn the fundamentals of real-time rendering, scene organization, asset integration, lighting and materials, interaction design, and VR-specific development workflows. Practical activities and hands-on labs will guide students in creating interactive virtual environments based on selected case studies.
At the end of the course, students will be able to: • Explain the fundamental concepts of VR, AR, and MR, including their technological and perceptual differences. • Describe VR system architectures, including hardware components, input and output devices, and real-time software pipelines. • Understand the principles of real-time rendering and interactive 3D graphics engines. • Use Unreal Engine to build interactive real-time 3D scenes and VR applications. • Implement basic VR interactions, navigation techniques, and user interfaces within a graphics engine. • Integrate 3D assets, lighting, and materials into a real-time VR workflow. • Create simple VR experiences based on selected real‑world case studies.
At the end of the course, students will be able to: • Explain the fundamental concepts of VR, AR, and MR, including their technological and perceptual differences. • Describe VR system architectures, including hardware components, input and output devices, and real-time software pipelines. • Understand the principles of real-time rendering and interactive 3D graphics engines. • Use Unreal Engine to build interactive real-time 3D scenes and VR applications. • Implement basic VR interactions, navigation techniques, and user interfaces within a graphics engine. • Integrate 3D assets, lighting, and materials into a real-time VR workflow. • Create simple VR experiences based on selected real‑world case studies.
Students are expected to have general familiarity with computer graphics concepts. Some familiarity with 3D modeling and static-scene rendering, along with basic programming skills, is recommended, as these will be used during the development of interactive VR applications. No prior experience with game engines is required.
Students are expected to have general familiarity with computer graphics concepts. Some familiarity with 3D modeling and static-scene rendering, along with basic programming skills, is recommended, as these will be used during the development of interactive VR applications. No prior experience with game engines is required.
The organization of course topics is as follows: • Fundamentals of XR technologies (0.5 CFU) • Introduction to real-time graphics engines and Unreal Engine (0.5 CFU) • Unreal Engine: input and output management, real-time rendering pipeline, scene organization, asset import and management, materials and lighting for real-time applications, and interaction logic (4 CFU) • VR development workflows in Unreal Engine and project integration (1 CFU)
The organization of course topics is as follows: • Fundamentals of XR technologies (0.5 CFU) • Introduction to real-time graphics engines and Unreal Engine (0.5 CFU) • Unreal Engine: input and output management, real-time rendering pipeline, scene organization, asset import and management, materials and lighting for real-time applications, and interaction logic (4 CFU) • VR development workflows in Unreal Engine and project integration (1 CFU)
The course is designed as a core technical module of the Minor Program and is closely coordinated with the other teaching activities. Practical exercises and project work are explicitly aligned with the interdisciplinary objectives of the Minor.
The course is designed as a core technical module of the Minor Program and is closely coordinated with the other teaching activities. Practical exercises and project work are explicitly aligned with the interdisciplinary objectives of the Minor.
The course combines theoretical lectures with hands-on laboratory sessions. Practical activities are designed to progressively build the skills needed to develop a complete VR application.
The course combines theoretical lectures with hands-on laboratory sessions. Practical activities are designed to progressively build the skills needed to develop a complete VR application.
• W. R. Sherman, A. B. Craig, Understanding Virtual Reality: Interface, Application, and Design, Morgan Kaufmann • Unreal Engine official documentation and tutorials • Course slides and teaching materials provided through the teaching portal
• W. R. Sherman, A. B. Craig, Understanding Virtual Reality: Interface, Application, and Design, Morgan Kaufmann • Unreal Engine official documentation and tutorials • Course slides and teaching materials provided through the teaching portal
Slides; Esercizi; Esercitazioni di laboratorio; Esercitazioni di laboratorio risolte; Materiale multimediale ;
Lecture slides; Exercises; Lab exercises; Lab exercises with solutions; Multimedia materials;
Modalita di esame: Accertamento (esame senza voto); Elaborato progettuale individuale;
Exam: Check; Individual project;
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Gli studenti e le studentesse con disabilita o con Disturbi Specifici di Apprendimento (DSA), oltre alla segnalazione tramite procedura informatizzata, sono invitati a comunicare anche direttamente al/la docente titolare dell'insegnamento, con un preavviso non inferiore ad una settimana dall'avvio della sessione d'esame, gli strumenti compensativi concordati con l'Unita Special Needs, al fine di permettere al/la docente la declinazione piu idonea in riferimento alla specifica tipologia di esame.
Exam: Check; Individual project;
In addition to the message sent by the online system, students with disabilities or Specific Learning Disorders (SLD) are invited to directly inform the professor in charge of the course about the special arrangements for the exam that have been agreed with the Special Needs Unit. The professor has to be informed at least one week before the beginning of the examination session in order to provide students with the most suitable arrangements for each specific type of exam.
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