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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 12:24:15 +09:00

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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-가상현실-vr 가상현실(VR) 10_Wiki/Topics verified self
VR
Virtual Reality
가상현실
none A 0.9 applied
vr
xr
immersive
hardware
graphics
2026-05-10 pending
language framework
C++ OpenXR / Unity XR / Unreal XR

가상현실(VR)

매 한 줄

"매 VR 의 head-mounted display + 6DoF tracking 의 immersive 3D world.". 매 1968 Sutherland 의 Sword of Damocles 의 origin, 매 2026 의 Apple Vision Pro 2 / Quest 4 / Valve Deckard 의 mainstream 진입, 매 spatial computing 의 paradigm shift.

매 핵심

매 hardware stack

  • HMD: dual-display (매 eye 마다 4K micro-OLED 의 2026 표준).
  • Tracking: inside-out SLAM (매 cameras + IMU) 또는 outside-in lighthouse.
  • Controllers: 6DoF + finger tracking + haptics.
  • Eye tracking + foveated rendering: 매 GPU cost 의 50-70% 감소.

매 software stack

  • OpenXR: 매 Khronos cross-vendor standard.
  • Unity XR / Unreal XR / Godot XR: engine layer.
  • WebXR: browser-based VR.
  • visionOS / Horizon OS / SteamVR: platform layer.

매 응용

  1. Gaming (Half-Life Alyx, Beat Saber).
  2. Training simulation (surgery, aviation, military).
  3. Virtual collaboration (Horizon Workrooms, Spatial).
  4. Therapy (PTSD exposure, phobia treatment).

💻 패턴

Pattern 1 — OpenXR session bootstrap (C++)

XrInstance instance;
XrInstanceCreateInfo ci{XR_TYPE_INSTANCE_CREATE_INFO};
strcpy(ci.applicationInfo.applicationName, "MyVRApp");
ci.applicationInfo.apiVersion = XR_CURRENT_API_VERSION;
xrCreateInstance(&ci, &instance);

XrSystemId sysId;
XrSystemGetInfo sgi{XR_TYPE_SYSTEM_GET_INFO};
sgi.formFactor = XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY;
xrGetSystem(instance, &sgi, &sysId);

Pattern 2 — Unity XR Interaction (C#)

using UnityEngine.XR.Interaction.Toolkit;

public class GrabHandler : MonoBehaviour {
    void OnEnable() {
        var grab = GetComponent<XRGrabInteractable>();
        grab.selectEntered.AddListener(OnGrab);
    }
    void OnGrab(SelectEnterEventArgs args) {
        Debug.Log($"Grabbed by {args.interactorObject}");
    }
}

Pattern 3 — foveated rendering hint (Unreal)

// VRS (Variable Rate Shading) tied to eye gaze
FEyeTrackerGazeData gaze;
UEyeTrackerFunctionLibrary::GetGazeData(gaze);
FoveationRenderer->SetFoveationCenter(gaze.GazeOrigin, gaze.GazeDirection);
FoveationRenderer->SetFoveationLevel(EFoveationLevel::High);

Pattern 4 — locomotion (teleport, smooth, room-scale)

// Teleport: discrete jump (low motion sickness).
// Smooth: continuous joystick (immersion ↑, sickness ↑).
// Room-scale: physical walking within play area.
locomotionProvider.MoveType = comfortSetting == HIGH ? Teleport : Smooth;

Pattern 5 — async reprojection (90Hz lock)

// Compositor re-warps last frame using latest head pose
// when app misses frame budget. Critical for sub-20ms motion-to-photon.
xrEndFrame(session, &endInfo); // compositor handles reprojection

Pattern 6 — WebXR session

const session = await navigator.xr.requestSession('immersive-vr', {
  requiredFeatures: ['local-floor', 'hand-tracking']
});
const refSpace = await session.requestReferenceSpace('local-floor');
session.requestAnimationFrame(onXRFrame);

매 결정 기준

상황 Approach
매 cross-platform deploy OpenXR + Unity XR
매 web reach WebXR
매 Apple ecosystem only visionOS native (Swift + RealityKit)
매 maximum fidelity (PCVR) Unreal + Vulkan
매 mobile standalone Quest native (Android NDK)

기본값: 매 Unity XR + OpenXR 의 cross-vendor.

🔗 Graph

🤖 LLM 활용

언제: 매 immersive simulation 의 design 시, 매 OpenXR API 의 boilerplate 생성, 매 locomotion 의 comfort tradeoff 분석. 언제 X: 매 hardware-specific tuning (매 HMD 마다 의 IPD calibration), 매 user 의 actual motion sickness 의 real-world test.

안티패턴

  • Frame drops: 매 90Hz 미달 → motion sickness 직결. 매 budget 의 11ms hard cap.
  • Smooth locomotion default: 매 first-time user 의 nausea 의 cause. Teleport default.
  • Camera jerks: 매 cinematic cuts 의 cinema convention 의 VR 적용 금지.
  • Tiny UI: 매 angular size <2° 의 unreadable. 매 dpi 의 web 의 mental model 금지.

🧪 검증 / 중복

  • Verified (Khronos OpenXR spec, Apple visionOS docs, Meta Developer docs).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — VR hardware/software stack + OpenXR/Unity/Unreal patterns