VR Developer Gems
Book information
Description
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire. Cover Half Title Title Page Copyright Page Contents Preface Editor List of Contributors Section I: The Medium of VR 1 VR as a Medium 2 VR and Media of Attraction: Design Lessons from History Section II: VR with Game Engines 3 Getting Started with SteamVR and Unity 4 UniCAVE: A Distributed Rendering System for Unity3D 5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays 6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development 7 WebXR: Virtual Reality… in the Browser 8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR 9 Bridging Scientific Visualization and Unreal VR Section III: Interaction 10 Brownboxing: The Secret to Rapid VR Prototyping 11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices 12 Effortless 3D Selection through Progressive Refinement 13 Travel in Virtual Reality 14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing Section IV: Agents & Avatars 15 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environment 16 Building a Social VR App 17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality Section V: Third Person POV Cameras 18 Recording and Replaying Virtual Environments for Development and Diagnosis 19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity 20 A Stereoscopic 3D View for Virtual Reality Spectators Section VI: Virtual Worlds 21 The Utility of Virtual Reality for Science and Engineering 22 Immersion and Visualizing Artistic Spaces in Virtual Reality 23 Embodied Montage: Constructing Meaning in Virtual Reality Section VII: Advanced Rendering for VR 24 Omnidirectional Stereoscopic Projections for VR 25 Volume Lenses for VR Section VIII: Perception for Immersion 26 Check Your Work: Evaluating VE Effectiveness Using Presence 27 Misperception of Self-motion and Its Compensation in Virtual Reality 28 Exploring Large Environments with Redirected Walking Section IX: DIY VR Hardware 29 Building and Interfacing Input and Output Devices 30 A Tinkerer’s Perspective on VR Displays 31 Environmental Feedback for VR Systems Section X: Building the Infrastructure of VR 32 Virtual Reality System Concepts Illustrated Using OSVR 33 Perspective Projection for VR 34 Fast and Easy Collision Detection for Rigid and Deformable Objects Index
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