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Unreal for Mobile and Standalone VR : Create Professional VR Apps Without Coding / by Cornel Hillmann.

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

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Format:
Book
Author/Creator:
Hillmann, Cornel, Author.
Language:
English
Subjects (All):
Computer graphics.
Mobile computing.
Computer Graphics.
Mobile Computing.
Local Subjects:
Computer Graphics.
Mobile Computing.
Physical Description:
1 online resource (XXVI, 324 p. 215 illus., 209 illus. in color.)
Edition:
1st ed. 2019.
Other Title:
Unreal for mobile and standalone Virtual Reality
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2019.
System Details:
text file
Summary:
Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the world’s most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years. With Unreal's powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education.
Contents:
Chapter 1. The VR ecosystem and What to Expect in the Years to Come
Chapter 2. VR Production Tools, Workflow and Pipeline
Chapter 3. Before You Start
Chapter 4.Unreal for VR: Basic Ingredients for an Oculus Go Project Set-Up
Chapter 5. Comparing the Gear GV, Oculus Go and Oculus Guest
Chapter 6. Creating an Interactive VR Presentation
Chapter 7. An Introduction to Creating VR Game Mechanics
Chapter 8. Performance, Profiling and Optimizations
Chapter 9. Conclusion and Resources.
Notes:
Includes bibliographical references and index.
ISBN:
9781484243602
1484243609
OCLC:
1102269315

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