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Learning virtual reality : developing immersive experiences and applications for desktop, web, and mobile /

By: Parisi, Tony [author.].
Publisher: Sebastopol, CA : O'Reilly Media, Inc., 2016Description: xi, 151 pages : illustrations ; 27 cm.Content type: text | text | still image Media type: unmediated | unmediated Carrier type: volume | volumeISBN: 9781491922835; 9781491922835:; 1491922834.Subject(s): Virtual reality | Web applications | Mobile appsDDC classification: 006.8 PAR
Contents:
Introduction : What is virtual reality? ; Virtual reality applications -- Virtual reality hardware : Oculus Rift ; Other high-end head-mounted displays ; Samsung Gear VR: deluxe, portable virtual reality ; Google cardboard: low-cost VR for Smartphones ; VR input devices -- Going native: developing for Oculus Rift on the desktop : 3D graphics basics ; Unity3D: the game engine for the common man ; Setting up the Oculus SDK ; Building your first VR example -- Going mobile: developing for Gear VR : The Gear VR user interface and Oculus home ; Using the Oculus mobile SKI ; Developing for Gear VR using Unity3D ; Deploying applications for Gear VR -- WebVR: browser-based virtual reality in HTML5 : The story of WebVR ; The WebVR API ; Creating a WebVR application ; Tools and techniques for creating Web VR ; WebVR and the future of Web browsing -- VR everywhere: Google Cardboard for low-cost mobile virtual reality : Cardboard basics ; Cardboard stereo rendering and head tracking ; Developing with the Cardboard SDK for Android ; Developing with the Cardboard SDK for Unity ; Developing Cardboard applications using HTML5 and a mobile browser -- Your first VR application : About 360-degree panoramas ; Setting up the project ; Adding Cardboard VR support ; Creating a gaze-and-tap user interface ; Where to take the project from here.
Summary: "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--Oculus VR, 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."-- Back cover.Summary: Get an introduction to the technologies, tools and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, learn essential development and production concepts, including UI design, stereo rendering, 3D input and programming VR applications for native desktop, mobile and the web.
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Standard Loan Standard Loan ATU Sligo Yeats Library Main Lending Collection 006.8 PAR (Browse shelf(Opens below)) Available 0063269
Total holds: 0

Includes bibliographical references and index.

Introduction : What is virtual reality? ; Virtual reality applications -- Virtual reality hardware : Oculus Rift ; Other high-end head-mounted displays ; Samsung Gear VR: deluxe, portable virtual reality ; Google cardboard: low-cost VR for Smartphones ; VR input devices -- Going native: developing for Oculus Rift on the desktop : 3D graphics basics ; Unity3D: the game engine for the common man ; Setting up the Oculus SDK ; Building your first VR example -- Going mobile: developing for Gear VR : The Gear VR user interface and Oculus home ; Using the Oculus mobile SKI ; Developing for Gear VR using Unity3D ; Deploying applications for Gear VR -- WebVR: browser-based virtual reality in HTML5 : The story of WebVR ; The WebVR API ; Creating a WebVR application ; Tools and techniques for creating Web VR ; WebVR and the future of Web browsing -- VR everywhere: Google Cardboard for low-cost mobile virtual reality : Cardboard basics ; Cardboard stereo rendering and head tracking ; Developing with the Cardboard SDK for Android ; Developing with the Cardboard SDK for Unity ; Developing Cardboard applications using HTML5 and a mobile browser -- Your first VR application : About 360-degree panoramas ; Setting up the project ; Adding Cardboard VR support ; Creating a gaze-and-tap user interface ; Where to take the project from here.

"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--Oculus VR, 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."-- Back cover.

Get an introduction to the technologies, tools and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, learn essential development and production concepts, including UI design, stereo rendering, 3D input and programming VR applications for native desktop, mobile and the web.

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