Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/26917
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dc.contributor.advisorBEKAERT, Philippe-
dc.contributor.advisorQUAX, Peter-
dc.contributor.authorMaes, Martijn-
dc.date.accessioned2018-10-03T10:03:59Z-
dc.date.available2018-10-03T10:03:59Z-
dc.date.issued2018-
dc.identifier.urihttp://hdl.handle.net/1942/26917-
dc.description.abstractAvatar rendering in virtual reality In most virtual reality applications, the user can see and interact with the virtual world, but they do not have an avatar to control. At most a pair of hands is rendered, but no body. This reduces the immersion greatly, since it breaks the illusion of actually being inside the virtual world. Therefore, we create a personalized avatar based on the user, by scanning the user, creating a mesh from the data gathered and rendering it in virtual reality. Having a personalized avatar in a virtual scene will enhance the immersive experience quite a lot since the user has an actual body which follows the user's movement. Thus, in this thesis we discuss how to enhance the immersive experience using an avatar. The main focus of this thesis lies with its main use case, i.e. avatar rendering in virtual reality. Furthermore, we will elaborate on different techniques used to scan the user, to create a mesh based on the user and how to render it in virtual reality. Apart from the main use case, we will discuss a few more use cases derived from the main use case in this thesis.-
dc.format.mimetypeApplication/pdf-
dc.languagenl-
dc.publishertUL-
dc.titleAvatar rendering in virtual reality-
dc.typeTheses and Dissertations-
local.format.pages0-
local.bibliographicCitation.jcatT2-
dc.description.notesmaster in de informatica-
local.type.specifiedMaster thesis-
item.fullcitationMaes, Martijn (2018) Avatar rendering in virtual reality.-
item.accessRightsOpen Access-
item.fulltextWith Fulltext-
item.contributorMaes, Martijn-
Appears in Collections:Master theses
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