Learning virtual reality developing immersive experiences and applications for desktop, web, and mobile
As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, a...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Sebastopol, CA :
O'Reilly
2015.
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Edición: | First edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629599706719 |
Tabla de Contenidos:
- Copyright; Table of Contents; Preface; Audience; How This Book Is Organized; Conventions Used in This Book; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments; Chapter 1. Introduction; What Is Virtual Reality?; Stereoscopic Displays; Motion Tracking Hardware; Input Devices; Computing Platforms; Virtual Reality Applications; Chapter Summary; Chapter 2. Virtual Reality Hardware; Oculus Rift; The DK1; The DK2; Crescent Bay; Setting Up Your Oculus Rift; Other High-End Head-Mounted Displays; Samsung Gear VR: Deluxe, Portable Virtual Reality; The Oculus Mobile SDK
- Google Cardboard: Low-Cost VR for SmartphonesStereo Rendering and Head Tracking with Cardboard VR; Cardboard VR Input; Developing for Google Cardboard; VR Input Devices; Chapter Summary; Chapter 3. Going Native: Developing for Oculus Rift on the Desktop; 3D Graphics Basics; 3D Coordinate Systems; Meshes, Polygons, and Vertices; Materials, Textures, and Lights; Transforms and Matrices; Cameras, Perspective, Viewports, and Projections; Stereoscopic Rendering; Unity3D: The Game Engine for the Common Man; Setting Up the Oculus SDK; Setting Up Your Unity Environment for Oculus Development
- Building Your First VR ExampleBuilding and Running the Application; Walking Through the Code; Chapter Summary; Chapter 4. Going Mobile: Developing for Gear VR; The Gear VR User Interface and Oculus Home; Using the Oculus Mobile SDK; Setting Up the Android SDK; Generating an Oculus Signature File; Setting Up Your Device for USB Debugging; Developing for Gear VR Using Unity3D; Setting Up Your Unity3D Environment; A Simple Unity3D Sample; Handling Touchpad Events; Deploying Applications for Gear VR; Chapter Summary; Chapter 5. WebVR: Browser-Based Virtual Reality in HTML5; The Story of WebVR
- The WebVR APISupported Browsers and Devices; Querying for VR Devices; Setting Up VR Fullscreen Mode; Head Tracking; Creating a WebVR Application; Three.js: A JavaScript 3D Engine; A Full Example; Tools and Techniques for Creating Web VR; WebVR Engines and Development Tools; Using Unity3D and Unreal for WebVR Development; Open Source Libraries and Frameworks; WebVR and the Future of Web Browsing; Chapter Summary; Chapter 6. VR Everywhere: Google Cardboard for Low-Cost Mobile Virtual Reality; Cardboard Basics; Supported Devices and Operating Systems; Headset Manufacturers
- Cardboard ApplicationsInput Devices for Cardboard; Cardboard Stereo Rendering and Head Tracking; Developing with the Cardboard SDK for Android; Setting Up the Environment; Walking Through the Code; Developing with the Cardboard SDK for Unity; Setting Up the SDK; Building Treasure Hunt for Unity; A Walkthrough of the Unity Code; Developing Cardboard Applications Using HTML5 and a Mobile Browser; Setting Up the WebVR Project; The JavaScript Cardboard Code; Chapter Summary; Chapter 7. Your First VR Application; About 360-Degree Panoramas; Setting Up the Project
- Getting the Software, Hardware, and Sample Code