ABSTRACT

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.

part Section I|40 pages

The Medium of VR

chapter 1|18 pages

VR as a Medium

chapter 2|19 pages

VR and Media of Attraction

Design Lessons from History

part Section II|108 pages

VR with Game Engines

chapter 4|12 pages

UniCAVE

A Distributed Rendering System for Unity3D

chapter 7|15 pages

WebXR

Virtual Reality… in the Browser

chapter 8|16 pages

Greyhouse

Building the Neighborhood Coffee Shop in Unreal Engine for VR

part Section III|120 pages

Interaction

chapter 10|10 pages

Brownboxing

The Secret to Rapid VR Prototyping

chapter 11|50 pages

Bi-Manual Interaction for Manipulation, Volume Selection, and Travel

Using the Leap Motion, Game Controllers and Mobile Devices

chapter 13|14 pages

Travel in Virtual Reality

part Section IV|78 pages

Agents & Avatars

part Section VI|40 pages

Virtual Worlds

part Section VII|30 pages

Advanced Rendering for VR

part Section VIII|62 pages

Perception for Immersion

part Section IX|56 pages

DIY VR Hardware

part Section X|92 pages

Building the Infrastructure of VR