Learning Virtual Reality. Developing Immersive Experiences and Applications for Desktop, Web, and Mobile - Helion
ISBN: 978-14-919-2278-1
stron: 172, Format: ebook
Data wydania: 2015-10-26
Księgarnia: Helion
Cena książki: 92,65 zł (poprzednio: 107,73 zł)
Oszczędzasz: 14% (-15,08 zł)
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, and Cardboard VR—as well as several VR development environments, programming tools, and techniques.
If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium.
- Learn VR basics for UI design, 3D graphics, and stereo rendering
- Explore Unity3D, the current development choice among game engines
- Create native applications for desktop computers with the Oculus Rift
- Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs
- Build browser-based applications with the WebVR Javascript API and WebGL
- Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR
- Bring everything together to build a 360-degree panoramic photo viewer
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Spis treści
Learning Virtual Reality. Developing Immersive Experiences and Applications for Desktop, Web, and Mobile eBook -- spis treści
- Preface
- Audience
- How This Book Is Organized
- Conventions Used in This Book
- Using Code Examples
- Safari Books Online
- How to Contact Us
- Acknowledgments
- 1. Introduction
- What Is Virtual Reality?
- Stereoscopic Displays
- Motion Tracking Hardware
- Input Devices
- Computing Platforms
- Native software development kits (SDKs)
- Game engines and frameworks
- Web browsers
- Video players
- Virtual Reality Applications
- Chapter Summary
- What Is Virtual Reality?
- 2. Virtual Reality Hardware
- Oculus Rift
- The DK1
- The DK2
- Crescent Bay
- Setting Up Your Oculus Rift
- Downloading the Oculus runtime, examples, and SDK
- Other High-End Head-Mounted Displays
- Samsung Gear VR: Deluxe, Portable Virtual Reality
- The Oculus Mobile SDK
- Google Cardboard: Low-Cost VR for Smartphones
- Stereo Rendering and Head Tracking with Cardboard VR
- Cardboard VR Input
- Developing for Google Cardboard
- VR Input Devices
- Chapter Summary
- Oculus Rift
- 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 Example
- Building and Running the Application
- Walking Through the Code
- Chapter Summary
- 3D Graphics Basics
- 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
- 5. WebVR: Browser-Based Virtual Reality in HTML5
- The Story of WebVR
- The WebVR API
- Supported 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
- Setting up the project
- The web page
- The JavaScript code
- 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
- 6. VR Everywhere: Google Cardboard for Low-Cost Mobile Virtual Reality
- Cardboard Basics
- Supported Devices and Operating Systems
- Headset Manufacturers
- Other drop-in virtual reality headsets
- Cardboard Applications
- Input Devices for Cardboard
- Cardboard Stereo Rendering and Head Tracking
- Developing with the Cardboard SDK for Android
- Setting Up the Environment
- Walking Through the Code
- Creating and rendering a stereo view
- Selecting objects using gaze tracking
- Detecting input from the magnet switch
- 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
- Cardboard Basics
- 7. Your First VR Application
- About 360-Degree Panoramas
- Setting Up the Project
- Getting the Software, Hardware, and Sample Code
- Creating the Unity Scene and Project
- Creating a panoramic background
- Rendering back faces
- Adding Cardboard VR Support
- Creating a Gaze-and-Tap User Interface
- Creating a 2D Plane
- Adding Input Support to the Project
- Creating an Event Handler Script
- Handling Magnet Switch Events
- Creating the Functioning User Interface
- Where to Take the Project from Here
- Chapter Summary
- A. Resources
- Headsets, Input Devices, and Video Capture Systems
- Headsets
- High-end head-mounted displays for desktops and consoles
- Mobile HMDs
- Input Devices
- 360 Video
- Headsets
- Applications and Content
- Flagship Experiences
- Noteworthy Companies
- Download Sites
- WebVR Showcases and Applications
- SDKs, Development Tools, and Programming Languages
- Device SDKs
- Game Engine Middleware
- Programming Languages
- Software Frameworks
- Websites
- Meetup Groups
- Headsets, Input Devices, and Video Capture Systems
- Index