Tutorial 5: Computer Graphics, Virtual Reality, Augmented Reality, Multimedia, and the Metaverse
COMP200 · Unit 4 · Section 5
Objectives
Distinguish pixels, vectors, 3D scenes, and media streams.
Explain VR and AR interaction models.
Evaluate immersion, latency, accessibility, and ethical risks.
Raster graphics represent samples on a grid; vector graphics describe geometry; 3D systems add coordinates, cameras, materials, lighting, and rendering. Multimedia combines text, images, audio, video, and interaction. VR replaces much of the visual field; AR overlays digital content on the physical world.
scene data -> transform -> visibility -> rasterize -> display
Exercises
Choose raster or vector for three assets.
Explain latency risk in VR.
Design accessible alternatives to a visual-only experience.
Self-check
What is rasterization?
How does AR differ from VR?
Why does latency matter?
Self-Check Quiz
1. Which representation stores pixels?
AnswerRaster graphics store pixel samples.
2. What does AR add?
AnswerDigital content over or alongside the user's view of the physical environment.
Homework
Analyze a multimedia or immersive application.
Describe its pipeline, interaction, and performance constraints.
Evaluate accessibility and privacy.
Sample answerA review identifies asset representation, scene or media processing, display latency, input, and storage. It should address captions, alternative interaction, motion comfort, device data, environmental capture, and consent.