Getting started with react VR build immerse virtual reality apps for the web with react

Create amazing 360 and virtual reality content that runs directly in your browsers with JavaScript and React VR 2.0 About This Book A practical guide to developing virtual reality experiences targeting web and mobile browsers Create customized 3D graphics for your virtual reality experiences with Th...

Descripción completa

Detalles Bibliográficos
Otros Autores: Gwinner, John, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, [England] ; Mumbai, [India] : Packt Publishing 2017.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630108606719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Author
  • Acknowledgements
  • About the Reviewers
  • www.PacktPub.com
  • Customer Feedback
  • Table of Contents
  • Preface
  • Chapter 1: What is Virtual Reality, Really?
  • What Virtual Reality is and how it works
  • Use of stereo and parallax in Virtual Reality
  • Why does Virtual Reality work if it doesn't look 100% real?
  • Other types of VR
  • AR, XR, SR/FR
  • History of VR
  • User agency - interacting with the world through controllers
  • High-end controllers for PC, Mac, and Linux
  • HTC Vive
  • Oculus Rift
  • Mobile VR
  • Rendering hardware
  • How to view VR?
  • VR can be dangerous
  • VR Headset options
  • Types of headsets
  • Mobile headsets
  • PC, Mac, and Linux headsets
  • Summary
  • Chapter 2: Flatland and Beyond: VR Programming
  • HTML and ways to move beyond the 2D internet
  • Background of Node.js and JavaScript
  • Making servers React
  • Graphics libraries - OpenGL and WebGL
  • Installation of Node.js and React VR
  • Installation of Node.js
  • Post Node.js installation - installing React VR
  • Installation of a WebVR browser
  • Summary
  • Chapter 3: 3D or Reality in Dimensions Other than X and Y
  • Beyond flatland - 3D concepts
  • Coordinates
  • What about rotations?
  • Points
  • Vectors
  • Transforms
  • What about the matrix?
  • Rendering
  • Testing how it looks
  • How rendering works
  • Summary
  • Chapter 4: The React VR Library
  • JSX - the syntax of React VR
  • Differences between React VR and React
  • Core Components
  • VR Components
  • Props
  • State
  • Events
  • Layout and style
  • The next level - the details
  • Stuff (objects, whether visible or not)
  • Primitives
  • Box
  • Cylinder
  • Plane
  • Sphere
  • Model
  • CylindricalPanel
  • VideoControl
  • VrButton
  • Lights
  • Common light properties
  • AmbientLight
  • DirectionalLight
  • PointLight
  • SpotLight.
  • Multimedia - sound and video
  • Sound
  • Video
  • Cameras and viewing
  • LiveEnvCamera
  • View
  • Summary
  • Chapter 5: Your First VR App
  • Moving beyond hello world - our first VR world
  • VR world design - or, congrats, you are the new Astronomy Museum curator!
  • Creating the base React VR components
  • Creating the larger world - background image
  • Cluttering up the world - adding our first VR components
  • Lighting up the world
  • Why did I have you paste in both a Plane and a Box?
  • Got Class - consolidating objects as new keywords
  • Putting it all together
  • Adding the pedestals
  • Summary
  • Chapter 6: Working with Poly and the Gon Family
  • Polygons and why we like them
  • Why doesn't VR use some of these techniques?
  • What is a polygon? discussion of vertices, polygons, and edges
  • Where to get 3D models
  • Summary
  • Chapter 7: Sitting Down with a (Virtual) Teapot
  • The teapot in Blender
  • Fixing the UV maps for the teapot
  • Importing materials
  • Fixing the deck plates
  • The finished VR world
  • Summary
  • Chapter 8: Breath Life in Your World
  • The Animated API
  • Flying teapots
  • Spinning once and forever
  • The final code
  • Sound
  • Putting sound in our world
  • Summary
  • Chapter 9: Do It Yourself - Native Modules and Three.js
  • Native modules and views
  • Making a three.js cube demo
  • Making native code interact with React VR
  • Summing up the code so far
  • Something more visual
  • Next steps
  • Extending React VR - Native Views
  • Extending the language
  • Summary
  • Chapter 10: Bringing in the Real Live World
  • Going to Mars (the initial world creation)
  • Creating the initial world
  • Jason and JSON
  • Why JSON has nothing to do with React
  • Finding the API
  • All the way from Mars
  • A better API from NASA
  • Everyone needs a style(sheet)
  • Building the image and status UI
  • How (not to) to make people sick.
  • Summary
  • Chapter 11: Take a Walk on the Wild Side
  • Going loco-VR locomotion
  • Types of VR locomotion
  • Avoiding the ghost effect
  • Building a maze
  • Almost random-pseudo random number generators
  • Including library code from other projects
  • The Maze render()
  • Adding the floors and type checking
  • Using the glTF file format for models
  • Animation - VR Buttons
  • Raycasters
  • Props, state, and events
  • Making updates flow up river
  • Where to go from here?
  • Summary
  • Chapter 12: Publishing Your App, and Where to Go from Here
  • Upgrading React VR
  • Upgrading in place
  • Third-party dependencies
  • Really broken upgrades - rip and replace
  • The best time to do an upgrade
  • Getting your code ready to publish
  • Good code organization
  • Cleaning the lint trap (checking code standards)
  • React VR coding style
  • Third-party dependencies
  • Bundling for publishing on the web
  • Packaging React VR for release on a website
  • Obtaining releases and attribution
  • Checking image sizes and using content delivery sites
  • Optimizing your models
  • Now that we've gotten it published, what's next
  • Physics - making the world interact with itself
  • Game play engines - letting you interact with others
  • Monetizing VR
  • Where VR will go in the next five years
  • Do not wait for next year's technology
  • Better HMDs
  • Better and more realistic graphics
  • Easier content creation and more high-end content
  • Eye tracking
  • Audio improvements
  • Controlling VR
  • Social and legal issues and solutions
  • Summary
  • Index.