CSE 566   Virtual Reality

Department of Computer Science

Stony Brook University

 

Course Syllabus, Overview and Guidelines

 

Spring 2026, Mondays and Wednesdays 3:30-4:50pm, NCS 115

Professor Arie Kaufman

Ari AT cs DOT stonybrook DOT edu

 

Matthew Castellana

matcastellan AT cs DOT stonybrook DOT edu

 

Yoonsang Kim

yoonsakim AT cs DOT stonybrook DOT edu

 

 

 

VR Course Overview

Virtual Reality (VR) is a fast moving technology and has the potential to revolutionize our lives. VR stimulates the user’s senses, thereby believing in an artificial version of reality.

The course will cover VR fundamentals and technologies and related topics, including an introduction to VR, VR systems, geometry and transformations in VR, viewing and projections, light, optics and human vision physiology, temporal human vision and perception, motion, vection and tracking, 3D user interfaces (selection, manipulation, and navigation), augmented reality (AR), non-visual human senses, and the future of the medium.

 

Class Time and Location

Mondays and Wednesdays from 3:30-4:50pm at the New Computer Science Building, Room 115.

 

Prerequisites

       Basic Computer Graphics and/or Visualization and/or Computer Vision is helpful, but not required

       Coding experience

       Linear algebra

       OR: permission of course instructor

 

Syllabus and Assignments Schedule

See Syllabus and Assignments Schedule.

All lecture slides will be available for viewing by the course students on Google Drive.

 

Professor

Professor Arie Kaufman (Email: Ari AT cs DOT stonybrook DOT edu) is a Distinguished Professor of Computer Science, Director of the Center for Visual Computing (CVC), a Chief Scientist of the Center of Excellence in Wireless and Information Technology (CEWIT), and a former chair of the department (1999-2017).  He is conducting research in virtual reality, visualization, medical imaging and related areas. His office hours are by appointment on Zoom (send an email to schedule an appointment).

Co-Instructors

Matthew Castellana  (matcastellan AT cs DOT stonybrook DOT edu) is a Computer Science PhD candidate in the Center for Visual Computing. His current research interests include virtual and augmented reality, novel VR/AR peripherals, interfaces and techniques, remote collaboration, graphics, and related areas. He received his B.S. in Computer Science and B.E. in Computer Systems and Engineering from Rensselaer Polytechnic Institute in 2019. He will hold office hours on Zoom by email appointment or through the Slack channel.

Yoonsang Kim (yoonsakim AT cs DOT stonybrook DOT edu) is a Computer Science PhD candidate in the Center for Visual Computing. His current research interests include augmented reality, virtual reality, visualization, graphics, and related areas. He received his B.S. in Computer Science at Soongsil University in 2017 and M.S. in Computer Science from Stony Brook in 2020. He will hold office hours on Zoom by email appointment or through the Slack channel.

 

Slack Discussion Group

The course has a Slack channel on the cssbu.slack.com workspace. This channel may be used to have discussions about the course content. The course volunteer TAs will be active on that channel to answer your queries. 

Those who have already signed into the CS SBU Slack Workspaces have been automatically added to the course channel called "cse566-virtualreality". If you have not yet signed up on the CS SBU Slack workspace, please do so soon and send Matthew Castellana or Yoonsang Kim an email to add you to the course channel. If you do not know how to sign up with the CS SBU workspace, email Matthew or Yoonsang using your CS email address to send you an invite.

 

Grades

The final grade in the course will be based vastly upon assignments:

       4 individual assignments and a warm-up assignment:

o   Assignment 0 (Unity 3D warm-up) will constitute 1% of the final grade,

o   Assignment 1 (Basic VR) will constitute 14% of the final grade,

o   Assignment 2 (3D user interfaces) will constitute 20% of the final grade,

o   Assignment 3 (Advanced VR) will constitute 20% of the final grade,

o   Assignment 4 (Augmented reality) will constitute 20% of the final grade, 

       A midterm exam, which will constitute 25% of the final grade.

 

       Students are expected to attend every class. Extra credit of 5% will be given to students attending the last 5 classes of the semester.

 

       There will be no final exam in this course.

 

Textbooks

Steven M. LaValle. Virtual Reality. Cambridge University Press, 2017. Available for free downloading at http://lavalle.pl/vr/  [required readings].

J. LaViola Jr., E. Kruijff, R. McMahan, D. Bowman, and I. Poupyrev. 3D User Interfaces: Theory and Practice, 2nd Edition. Addison-Wesley, Boston, 2017, ISBN-13 978-0-13-403432-4 [recommended for some lectures].

D. Schmalstieg and T. Höllerer. Augmented Reality: Principles and Practice. Addison-Wesley, Boston, 2016, ISBN-13 978-0-32-188357-5 [recommended for some lectures].

Additional reading materials will be announced online and in class, as necessary.

 

Hardware

Each student is required to have the following hardware to implement the four assignments 0, 1, 2, 3, 4:

  1. For assignments 0, 1, 2, 3, 4, you will require
    1. A programmable smart phone or tablet with cameras (e.g., Android version 8.0 or higher or iOS version 12.0 or higher, supporting Bluetooth 3.0 or above)
    2. A basic headset that will hold your smartphone (or tablet), such as Google Cardboard or do-it-yourself Google Cardboard. Additionally, in the table below, we have listed links to VR headsets with phone inserts that are more sturdy than a Google Cardboard.
  2. For assignments 2 and 3, “3D user interfaces” you will need a VR gamepad controller (suggested devices purchasable from Amazon provided below)

Items 1(b) and 2 can be purchased for a total less than $50. Below is a table of hardware we have tested out and suggest for purchase. However, it is strongly suggested that you carefully check the compatibility information (i.e., application platform and Bluetooth version AND SUPPORTED PHONE SIZE) of the devices before you pay for them.

 

VR Controller List Spring 2025

Brand

Device

Price pretax

Compatibility*

Link

Only controller

Headset + controller

 

iOS

Android

 

VR Empire

Y

 

$14.99

Partially yes

Yes

https://a.co/d/5IaO88C

Samsung Gear VR

Y

 

$14.95

-

Full support for Samsung devices – partial for other Android devices

https://a.co/d/0Kz8SDo

Google Daydream VR

 

Y

$25.11

 

Daydream-compatible phones

https://a.co/d/80QhL4f

ShanWan Controller

Y

 

$22.55

Yes

Yes

https://a.co/d/6MDmjjH

Topmaxions

 

Headset only

$9.99

Yes

Yes

https://www.amazon.com/Cardboard-Topmaxions-Virtual-Reality-Compatible/dp/B01C2PA0KK

Most newer compatible game console controllers (e.g., PS4/5, Xbox, Switch) can also be paired with iOS/Android and used to control.

 

 

 

 

 

 

 

Compatibility

Here being "compatible" doesn't guarantee your smartphone can work with it well. Please check the supported devices in their webpage descriptions to double-check the compatibility with your smartphone.

 

Following are some leading devices if you wish to buy a VR HMD**:

       Meta Quest 3: https://www.meta.com/quest/products/quest-3/

       Valve Index: https://store.steampowered.com/valveindex

       HTC VIVE series: https://www.vive.com/us/product-comparison/

 

** Note: these are just suggestions for personal use and are not required as part of the course. However, they’re a lot more powerful!

Software

The software environment for all your assignments is Unity. Unity is a cross-platform open-source game engine developed by Unity Technologies; as of today it supports more than 19 platforms. Unity can be used to create both three-dimensional (3D) and two-dimensional (2D) games and virtual reality (VR) environments as well as simulations or emulations for its many platforms, including hand-held, head-worn, stationary displays, and desktops. Basic version of Unity is free and sufficient for all assignments.

In Assignment 4, Augmented Reality (AR) assignment, the surrounding real world is overlaid with the computer-generated imagery. To support AR, Unity’s AR Foundation will be used. It is a framework for AR application development of various mobile environments. It uses computer vision technology to recognize and track in real-time 3D simple objects and image targets, enabling the registration of the real world and virtual objects. AR Foundation enables the development of applications in both iOS and Android and is easily portable to both platforms.

Assignment 0 (with 1% credit) is a basic assignment in Unity, a mini tutorial for Unity, just to get you started. Assignment 0 is already available, you can start working on it now. A Unity tutorial and help session of 2-3 hours is scheduled for January 2026 during class time, and another 2-3 hours of tutorial session for AR Foundation and a help session is scheduled for March 2026 during class time (see syllabus).

Course Rules

The student is responsible for all the material mentioned in class (either by the instructor or during discussions) and all the assigned readings announced in class and/or listed online. Therefore, attendance in class is highly recommended; and if you miss one class, please talk to those who attended to catch up with the course material. Note that additions or changes may be announced from time to time in class and/or on the web. All the course material will be on the course website http://www.cs.stonybrook.edu/~cse566/ or on Google Drive as will be announced from time to time. Class announcements will be found on Brightspace.

Assignments Submission Policy

All 5 assignments (0-4) should be submitted electronically through Brightspace, before the deadline on the respective day at 11:59 PM (Stony Brook Time). It is your responsibility to verify that the upload was successful and you received a proper grade for your assignment. Late assignments will not be accepted. No extensions will be given. Late penalties of 10% per each late day are imposed precisely at each midnight following the due date. Therefore, please start working on each homework immediately after it is assigned. In addition, please upload your work as soon as it is complete and you can then upload a refined version close to the deadline. Each assignment will have its own specific instructions for submission.

Student Attendance and Engagement

Students are expected to attend every class, report for examinations and submit major graded coursework as scheduled. If a student is unable to attend lecture(s), report for any exam or complete major graded coursework as scheduled due to extenuating circumstances, the student must contact the instructor by email as soon as possible.  Students may be requested to provide documentation to support their absence and/or may be referred to the Student Support Team for assistance. Students will be provided reasonable accommodations for missed exams, assignments or projects due to significant illness, tragedy or other personal emergencies. In the instance of missed lectures or labs, the student is responsible for reviewing posted slides, seeking notes from a classmate or identified class note taker, and other instructions given in class from time to time.  Please note, all students must follow Stony Brook, local, state and Centers for Disease Control and Prevention (CDC) guidelines to reduce the risk of transmission of COVID.

 

Student Accessibility Support Center Statement

If you have a physical, psychological, medical, or learning disability that may impact your course work, please contact the Student Accessibility Support Center, Stony Brook Union Suite 107, (631) 632-6748, or at sasc@stonybrook.edu.  They will determine with you what accommodations are necessary and appropriate. All information and documentation is confidential.

 

Critical Incident Management

Stony Brook University expects students to respect the rights, privileges, and property of other people. Faculty are required to report to the Office of University Community Standards any disruptive behavior that interrupts their ability to teach, compromises the safety of the learning environment, or inhibits students' ability to learn. Faculty in the HSC Schools and the School of Medicine are required to follow their school-specific procedures. Further information about most academic matters can be found in the Undergraduate Bulletin, the Undergraduate Class Schedule, and the Faculty-Employee Handbook.

 

Academic Integrity and Artificial Intelligence Statement

Each student must pursue her/his academic goals honestly and be personally accountable for all submitted work. Representing another person's work as your own is always wrong. Faculty is required to report any suspected instances of academic dishonesty to the Academic Judiciary. Faculty in the Health Sciences Center (School of Health Technology & Management, Nursing, Social Welfare, Dental Medicine) and School of Medicine are required to follow their school-specific procedures. For more comprehensive information on academic integrity, including categories of academic dishonesty please refer to the academic judiciary website at http://www.stonybrook.edu/commcms/academic_integrity/index.html

For students considering the use of Artificial intelligence (AI), please refer to the Stony Brook Computer Science department’s AI policy: https://www.cs.stonybrook.edu/students/Policies/aiusage.
We take this policy very seriously and enforce it as part of this course. Students representing the work of AI as their own personal work is considered and treated as academic dishonesty.

Note that plagiarism and cheating is immoral and dishonest and will not be tolerated. Specifically, for this course we will follow the Department of Computer Science Policies and Procedures regarding Graduate Academic Honesty. Collaboration on any assignment is strictly prohibited and the student who will violate any of the Graduate Academic Honesty policies and procedures will fail the course and/or be dismissed from the University. Furthermore, if you use your private or public web resources, such as your webpages or GitHub to store course material for an individual assignment during the semester, you must use secure, restricted or private repositories.