
- 676 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
VR Developer Gems
About this book
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.
Tools to learn more effectively

Saving Books

Keyword Search

Annotating Text

Listen to it instead
Information
Index
- #
- 2:1-Turn reset for RDW, 501
- 2D Debug mode in SteamVR Unity package, 46, 47
- 2D network topology visualization, 395
- 3D Bubble Cursor selection technique, 214
- 3 Degree of Freedom (3-DOF), 112, 519
- 3D Modular Kit Unity asset package, 294
- 3-DOF orientation, 109
- 3D painting user interface, 248–253
- 3D printing tips, 547–548
- 3D selection technique
- common problems in, 212–215
- Double Bubble, 222–224
- Flexible Rapid Incremental Zoom, 219–222
- progressive refinement, 215–216
- sphere-casting refined by quad-menu selection, 216–219
- techniques, 216–222
- 3D-to-2D projection, 576
- 4D effects, see Environmental (4D) effects
- 6-degree of freedom (6-DOF), 61, 63, 112, 229, 304
- A
- Action-based distance perception, 468
- Activity name for Android project, 194–197
- ADC, see Analog to Digital Converter (ADC)
- aesthetic experience, 408–410
- Attachments, 545–547
- A-Frame, 107–109
- Agent control interaction method, 17
- Algorithmic ...
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- Preface
- Editor
- List of Contributors
- Section I The Medium of VR
- Section II VR with Game Engines
- Section III Interaction
- Section IV Agents & Avatars
- Section V Third Person POV Cameras
- Section VI Virtual Worlds
- Section VII Advanced Rendering for VR
- Section VIII Perception for Immersion
- Section IX DIY VR Hardware
- Section X Building the Infrastructure of VR
- Index
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app