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Getting started with react VR : build immerse virtual reality apps for the web with react. / John Gwinner.

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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

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Format:
Book
Author/Creator:
Gwinner, John, author.
Language:
English
Subjects (All):
Virtual reality.
Web applications.
Physical Description:
1 online resource (1 volume) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham, [England] ; Mumbai, [India] : Packt Publishing, 2017.
System Details:
text file
Summary:
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 Three.js Explore the ReactVR library to create objects that seem real and see how they move in the Virtual world Import free models into VR and include those in your code Who This Book Is For This book is for web developers who want to use their existing skill set of HTML, CSS, and JavaScript to create virtual reality experiences. What You Will Learn Use Blender 2.79 to make virtual reality objects for Web VR. Import free models into VR and how to include those in your code Build a Virtual Museum with interactive art pieces Create your first VR App and customizing it Build animations by procedurally changing an object's position, using timers and Animated APIs Incorporate React Native code and JavaScript code in your VR world In Detail This book takes you on a journey to create intuitive and interactive Virtual Reality experiences by creating your first VR application using React VR 2.0.0. It starts by getting you up to speed with Virtual Reality (VR) and React VR components. It teaches you what Virtual Reality (VR) really is, why it works, how to describe 3D objects, the installation of Node.js (version 9.2.0) and WebVR browser. You will learn 3D polygon modeling, texturing, animating virtual objects and adding sound to your VR world. You will also discover ways to extend React VR with new features and native Three.js. You will learn how to include existing high-performance web code into your VR app. This book will also take you through upgrading and publishing your app. By the end of this book, you'll have a deep knowledge of Virtual Reality and a full-fledged working VR app to add to your profile! Style and approach A step-by-step practical guide to help readers build their first VR application.
Contents:
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
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
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
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
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
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
Chapter 8: Breath Life in Your World
The Animated API
Flying teapots
Spinning once and forever
The final code
Putting sound in our world
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
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?
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
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
Index.
Notes:
Includes bibliographical references and index.
Description based on online resource; title from PDF title page (EBC, viewed January 3, 2018).
ISBN:
9781788473774
1788473779
OCLC:
1019129026

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