Uploaded June 2025 | Updated September 2026, 2 hours ago
Developed by students in the Spring 2025 AR/VR Capstone Class, at UW CSE.
Step into the arena where fantasy meets your living room. Our mixed reality multiplayer wizard duel turns the Meta Quest into a strategical battlefield, letting players dodge behind real-world objects and cast powerful spells with mid-air gestures. It's not just a game—it’s the future of immersive, social, magical combat.
The AR/VR Capstone Class, at UW CSE (University of Washington's Allen School of Computer Science & Engineering) is an intensive 10-week class introducing students to AR/VR, Unity, and to developing software apps as a team.
Capstone Class: https://courses.cs.washington.edu/courses/cse481v/25sp/
© UW Reality Lab, 2025
http://realitylab.uw.edu
Developed by students in the Spring 2025 AR/VR Capstone Class, at UW CSE.
Step into the arena where fantasy meets your living room. Our mixed reality multiplayer wizard duel turns the Meta Quest into a strategical battlefield, letting players dodge behind real-world objects and cast powerful spells with mid-air gestures. It's not just a game—it’s the future of immersive, social, magical combat.
The AR/VR Capstone Class, at UW CSE (University of Washington's Allen School of Computer Science & Engineering) is an intensive 10-week class introducing students to AR/VR, Unity, and to developing software apps as a team.
Capstone Class: https://courses.cs.washington.edu/courses/cse481v/25sp/
© UW Reality Lab, 2025
http://realitylab.uw.edu

![Reality Lab Lectures: Gordon Wetzstein - Computational Near-eye Displays [VR180]
[Filmed in VR180. For the 3D experience, please view with Cardboard, Daydream or PSVR]
The Reality Lab Lectures - Friday, June 8, 2018
Talk Title: Computational Near-Eye Displays: Engineering the Interface Between Our Visual System and the Digital World
Speaker: Gordon Wetzstein (Asst. Professor of Electrical Engineering at Stanford University, leader of the Stanford Computational Imaging Lab)
Recording Details: This recording was made with a Z CAM K1 Pro 3D camera.
Close Captions: This talk was also recorded with traditional 2D cameras with close captioning, available here: https://youtu.be/BXnDXAQpmWg
Talk Abstract: Immersive visual and experiential computing systems, i.e. virtual and augmented reality (VR/AR), are entering the consumer market and have the potential to profoundly impact our society. Applications of these systems range from communication, entertainment, education, collaborative work, simulation and training to telesurgery, phobia treatment, and basic vision research. In every immersive experience, the primary interface between the user and the digital world is the near-eye display. Thus, developing near-eye display systems that provide a high-quality user experience is of the utmost importance. Many characteristics of near-eye displays that define the quality of an experience, such as resolution, refresh rate, contrast, and field of view, have been significantly improved over the last years. However, a significant source of visual discomfort prevails: the vergence-accommodation conflict (VAC). Further, natural focus cues are not supported by any existing near-eye display. In this talk, we discuss frontiers of engineering next-generation opto-computational near-eye display systems to increase visual comfort and provide realistic and effective visual experiences.
Event held on the UW-Seattle Campus
© UW Reality Lab, 2018
http://realitylab.uw.edu Reality Lab Lectures: Gordon Wetzstein - Computational Near-eye Displays [VR180]](https://i.ytimg.com/vi/5CwQ5O64s2Q/mqdefault.jpg)








