Useful Links
Computer Science
Extended Reality
Virtual Reality
1. Fundamentals of Virtual Reality
2. VR Hardware Architecture
3. VR Software Development
4. Human Factors in VR
5. VR Applications and Use Cases
6. Current Challenges and Future Directions
VR Software Development
Development Platforms and Tools
Game Engines for VR
Unity for VR
VR SDK Integration
XR Toolkit
Performance Optimization
Unreal Engine for VR
VR Templates
Blueprint Visual Scripting
C++ Development
Specialized VR Engines
Custom Engines
Industry-Specific Tools
Web-Based VR Development
WebXR Standards
JavaScript Frameworks
A-Frame
Babylon.js
Three.js
Browser Compatibility
Performance Limitations
Platform-Specific SDKs
Oculus SDK
SteamVR SDK
OpenXR Standard
Platform APIs
3D Content Creation
3D Modeling for VR
Polygonal Modeling
Subdivision Modeling
Procedural Modeling
Optimization for VR
Sculpting and Organic Modeling
Digital Sculpting Tools
High-Resolution to Low-Resolution Workflow
Normal Map Generation
Texturing and Materials
Physically Based Rendering
Texture Creation
Material Authoring
Shader Development
Environmental Design
Level Design Principles
Lighting Design
Atmosphere Creation
Performance Considerations
Character Creation
Character Modeling
Rigging and Skinning
Animation Systems
Facial Animation
Advanced Content Creation
Photogrammetry
Volumetric Capture
Procedural Generation
Real-Time Rendering
VR Interaction Design
User Interface Design in VR
3D UI Principles
Diegetic Interfaces
Non-Diegetic Interfaces
Spatial UI Layout
Interaction Paradigms
Direct Manipulation
Ray-Casting Interaction
Gaze-Based Interaction
Voice Commands
Gesture Recognition
Object Manipulation
Grabbing and Holding
Physics-Based Interaction
Constraint Systems
Precision Manipulation
Navigation and Locomotion
Teleportation Systems
Smooth Locomotion
Room-Scale Movement
Artificial Locomotion
Comfort Settings
Menu and Information Systems
3D Menus
Information Panels
Inventory Systems
Settings Interfaces
Performance Optimization
Rendering Optimization
Stereoscopic Rendering
Single Pass Stereo
Multi-Resolution Rendering
Foveated Rendering
Frame Rate Management
Target Frame Rates
Frame Timing
Asynchronous Timewarp
Asynchronous Spacewarp
Asset Optimization
Polygon Reduction
Texture Optimization
Level of Detail Systems
Occlusion Culling
Memory Management
Asset Streaming
Garbage Collection
Memory Pools
Resource Management
Latency Reduction
Motion-to-Photon Latency
Prediction Systems
Buffering Strategies
Previous
2. VR Hardware Architecture
Go to top
Next
4. Human Factors in VR