Computational VR
Computation + VR
Q. What are the advantages of using sequences of arithmetic or logical operations?
Why do we even need computers to create things for us?
Humanity has already created masterpieces.
The Last Judgment,, Michelangelo 1536–1541
Site + viewpoint scanning: 3D laser scan of the altar wall and chapel to correct for wall curvature and optimize foreshortening from floor-level sightlines.
Composition planning: Digital pose libraries/rigs to iterate the placement and overlap of hundreds of figures for silhouette clarity before committing to plaster.
Lighting studies
Moses, Michelangelo 1513–1515
Structural simulation , Anatomy & clothes studies
Placement & sightlines
Sagrada Família (1882–present)
Parametric modeling for Gaudí’s ruled surfaces, clash-detection for structure would have accelerated design-to-stone workflows immensely.
Alhambra in Granada 150 years - 12381492
Mother of Pearl
Isfahan, 17th-18th
Algorithmic tiling/pattern would speed high-precision decoration while preserving pattern logic.
Okay, great. But that may not have been for everyone. So, what about us?
We can draw with brushes and physical tools
.. also can draw with new technology
Computers would dramatically cut iteration time, reduce material risk, standardize quality across large workshops, and give conservators a safer, data-driven way to preserve the work.
“Our position is augmentation over substitution: computers accelerate analysis and fabrication, and can also originate forms, but the artistic stance remains human.”
https://www.myunginlee.com/fractalbrain
VR ... or let's say XR
<IMDM327: Computation XR Gallery - Fall 2025>
(link): https://docs.google.com/document/d/1_vcWr1RDYO2mKRyN4VVKWQjzehy3P-zS65rD-sNTNYQ/edit?usp=sharing
Reading Materials : From VR to XR
The goal of these readings is to understand how immersive computing is evolving beyond conventional VR headsets toward spatial computing, mixed reality, and wearable XR.
This short developer-oriented article provides a concrete picture of where XR development is heading. It introduces current Android XR support for immersive and augmented experiences, XR emulation without dedicated hardware, glasses-oriented development, spatial anchors, and support for Unity, Unreal Engine, and Godot.
Link: https://android-developers.googleblog.com/2026/06/what-is-new-android-xr.html
Think about:
How might an XR application change when the physical world, rather than a fully virtual environment, becomes part of the application state?
An accessible technical article comparing two possible directions for smart glasses: glasses that provide rich virtual displays and glasses that provide small amounts of contextual information while remaining unobtrusive.
The article introduces practical engineering tradeoffs involving displays, processing, battery life, form factor, and usability.
Link: https://spectrum.ieee.org/two-visions-for-smart-glasses
Think about:
Should future glasses try to reproduce a computer monitor in front of your eyes, or should they become an entirely different kind of interface?
Frontiers in Virtual Reality (2022, Open Access)
Required sections: Abstract, Introduction, Section 2, and Discussion/Conclusion.
This technical review explains why building ordinary-looking AR glasses is difficult. It introduces the basic architecture of optical see-through near-eye displays and fundamental tradeoffs involving:
field of view, resolution, eyebox, eye relief, brightness, focus, form factor, waveguides, and the vergence-accommodation conflict.
You don't need to understand all of the optics.
Link: https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2022.838237/full
Think about:
Why can we not simply take the capabilities of a VR headset and put them into ordinary glasses?
Frontiers in Psychology (2023, Open Access)
Suggested reading: Abstract, Introduction, summary tables, and Discussion.
This review examines limitations of sustained VR use, including cybersickness, visual fatigue, muscle fatigue, mental overload, and other effects associated with current VR systems.
Think about:
Which problems can be solved by faster computers and better displays, and which problems may require a different form factor or interaction paradigm?
This reading approaches XR from the developer's perspective rather than the consumer's perspective.
Android XR supports multiple development pathways, including:
Unity, OpenXR, WebXR, spatial UI, spatial audio, hand and eye interaction, depth sensing, light estimation, and real-world tracking.
Think about:
Which parts of the VR development skills you already have are transferable to future XR systems?
Link: https://developer.android.com/blog/posts/introducing-android-xr-sdk-developer-preview
https://android-developers.googleblog.com/2026/06/what-is-new-android-xr.html
Virtual Reality was once presented as a possible successor to personal computers and smartphones: a new medium in which work, entertainment, communication, and social interaction might move into fully digital environments. That future has not arrived in the form many companies originally imagined.
This does not necessarily mean that VR has failed.
Instead, the immersive-computing industry appears to be separating into different forms of spatial computing. Fully immersive VR remains valuable where immersion itself is important, including games, simulation, training, visualization, design, research, and entertainment. At the same time, another direction is emerging around lighter glasses that allow computation to remain connected to the physical world.
The important question for this course is therefore not simply:
“Is VR successful or unsuccessful?”
A more useful question is:
“What happens when computation moves beyond the rectangular screen and becomes spatial, embodied, and connected to the physical world?”
There are legitimate reasons to question the original expectations surrounding consumer VR.
Meta, one of the largest investors in the field, has substantially reconsidered parts of its metaverse strategy. In early 2026, the company planned workforce reductions in Reality Labs, particularly affecting teams associated with the metaverse and VR-based social environments. Reuters characterized this in the context of Meta's difficulty in establishing the immersive interconnected virtual world it had originally promoted.
The financial picture also demonstrates the extraordinary cost of developing these technologies. Meta's official 2025 Form 10-K reports approximately $2.2 billion in Reality Labs revenue and a $19.2 billion operating loss for the year. However, these numbers should be interpreted carefully: Reality Labs includes VR, AR, smart glasses, software, and related research, rather than VR alone. It would therefore be incorrect to describe the entire loss simply as a loss produced by VR.
There is also evidence against declaring VR dead. The VR market continues to support active gaming communities, and some applications have attracted large numbers of younger users. An analysis in The Verge argues that VR's actual audience has developed differently from the professional and mainstream adult audience originally imagined by much of the industry.
This suggests a more nuanced interpretation:
VR may not have become a universal computing platform, but it has become a specialized and still-evolving computational medium.
The larger transition may be happening not in software, but in the physical form of the computer.
Market research provides an important signal. IDC reports that display-less smart glasses shipments grew 167% year over year in Q1 2026, while display eyewear grew 86%. IDC projects particularly rapid growth for optical see-through display glasses through 2030.
Counterpoint Research independently reports a similar directional change. Its Q1 2026 analysis found declining VR headset shipments alongside rapidly increasing shipments of AR and smart-glasses products. Different research firms define these categories differently, so their exact percentages should not be directly compared. More important is the shared pattern across the reports: wearable computing is increasingly moving toward lighter eyewear.
This transition matters because a VR headset and a pair of everyday glasses imply fundamentally different relationships between humans, computers, and physical environments.
A VR headset asks:
How can we bring a human into a digital world?
XR glasses increasingly ask:
How can digital computation become part of the human's existing world?
If you have already developed or experienced a VR project, you have probably encountered some of the limitations of current head-mounted displays.
These are not only subjective complaints.
An ergonomics study comparing office work using a VR headset and a conventional monitor found greater neck and shoulder discomfort, increased neck muscle activity, and greater simulator-sickness symptoms during VR use.
Other studies have identified thermal discomfort as another practical constraint of prolonged VR-headset use. These problems become especially important if head-worn computing is expected to move from short experiences toward continuous everyday use.
The challenge is therefore not simply to produce a more powerful headset.
A future everyday spatial computer must negotiate competing requirements:
computing capability, visual quality, field of view, sensing, battery life, weight, thermal comfort, social acceptability, interaction, privacy, and appearance.
This is one reason that the emerging smart-glasses market does not have a single design strategy. IEEE Spectrum identifies competing approaches ranging from lightweight AI companions with minimal displays to glasses designed primarily as high-resolution spatial monitors.
The future device may therefore not simply be a smaller VR headset.
It may be a different kind of computer.
The emerging industry is increasingly emphasizing another capability: context.
Google describes Android XR as a platform spanning “headsets, glasses and everything in between.” Its 2026 eyewear strategy distinguishes audio-based glasses from display glasses and emphasizes hands-free access to information while users remain engaged with their surroundings.
Snap has taken a more explicitly augmented-reality approach. Its 2026 Specs are designed to overlay information and interactive content directly into the wearer's physical environment. Reuters describes applications including navigation, contextual AI assistance, virtual workspaces, and spatial experiences.
Apple has used a different device design and terminology, introducing Vision Pro as a “spatial computer” intended to blend digital content with physical surroundings through eye, hand, and voice interaction.
These products are different, and corporate announcements should be treated as statements of company strategy rather than neutral predictions of the future. Nevertheless, together they indicate an important shift in how major computing companies are framing XR.
The goal is becoming less about escaping the physical world and increasingly about making computation aware of and responsive to it.
Moving from headsets to glasses creates new problems as well.
An everyday wearable may continuously encounter information about:
where the user is,
what the user sees,
what the user hears,
who is nearby,
what the user is looking at,
and potentially what the user intends to do.
A review of augmented-reality smart-glasses adoption finds that acceptance depends not only on technological capability but also on utilitarian, personal, social, and risk-related factors.
Privacy becomes especially complicated because wearable cameras and sensors affect not only the person wearing the device but also people nearby. Research on smart-glasses ethics has consequently raised questions about bystander awareness, recording, social interaction, and consent.
These are not peripheral issues.
If spatial computing becomes everyday computing, HCI, social behavior, ethics, and design become as important as graphics and hardware.
The idea that physical and virtual worlds form a continuum is not new.
In 1994, Paul Milgram and colleagues described what became known as the Reality-Virtuality Continuum, placing fully physical environments and fully virtual environments at opposite ends, with multiple forms of mixed and augmented reality between them. Their work provides useful conceptual vocabulary for understanding today's XR landscape.
Seen from this perspective, the current transition from VR headsets toward mixed-reality devices and glasses is not necessarily a transition from one unrelated technology to another.
It can instead be understood as movement across different points in a much larger design space.
In this course, we will use currently available XR hardware, including VR headsets, as computational laboratories.
However, the objective of the course is not simply to learn how to make VR applications.
We will study underlying computational ideas that remain relevant as hardware changes:
simulation, spatial data, computational audio, procedural graphics, shaders, embodiment, interaction, multimodality, and Human-Computer Interaction.
The headset available today may not be the interface people use 10 years from now.
The computational principles underneath it are much more durable.
VR taught us how to place people inside digital worlds.
XR asks how computation can become part of the world people already inhabit.
If a computer could continuously perceive and understand the same (or even deeper) physical environment that you do ,
what would you build with it?