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Oculus Rift in action / Bradley Austin Davis, Karen Bryla, Phillips Alexander Benton ; foreword by Philip Rosedale.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Davis, Bradley Austin, author.
Bryla, Karen, author.
Benton, Phillips Alexander, author.
Contributor:
Rosedale, Philip, writer of foreword.
Language:
English
Subjects (All):
Three-dimensional imaging.
Physical Description:
1 online resource (1 volume) : illustrations
Edition:
1st edition
Place of Publication:
Shelter Island, New York : Manning, [2015]
Language Note:
English
System Details:
text file
Summary:
Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You’ll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you’ll get practical guidance on how to use the Rift’s sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What’s Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google.
Contents:
Intro
Copyright
Brief Table of Contents
Table of Contents
Foreword
Preface
Acknowledgments
About this Book
About the Authors
Author Online
About the Cover Illustration
Part 1. Getting started
Chapter 1. Meet the Oculus Rift
Part 2. Using the Oculus C API
Chapter 2. Creating your first Rift interactions
Chapter 3. Pulling data out of the Rift: working with the head tracker
Chapter 4. Sending output to the Rift: working with the display
Chapter 5. Putting it all together: integrating head tracking and 3D rendering
Chapter 6. Performance and quality
Part 3. Using Unity
Chapter 7. Unity: creating applications that run on the Rift
Chapter 8. Unity: tailoring your application for the Rift
Part 4. The VR user experience
Chapter 9. UI design for VR
Chapter 10. Reducing motion sickness and discomfort
Part 5. Advanced Rift integrations
Chapter 11. Using the Rift with Java and Python
Chapter 12. Case study: a VR shader editor
Chapter 13. Augmenting virtual reality
Appendix A. Setting up the Rift in a development environment
Appendix B. Mathematics and software patterns for 3D graphics
Appendix C. Suggested books and resources
Appendix D. Glossary
Index
List of Figures
List of Tables
List of Listings.
Notes:
Includes bibliographical references and index.
Includes index.
Description based on print version record.
ISBN:
9781638353485
1638353484
9781617292194
1617292192
OCLC:
1257076338

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