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World-renowned VR developer and instructor Mitch McCaffrey offers tested "recipes" for performing each common VR task and overcoming many complex development challenges. McCaffrey's recipes contain step-by-step instructions, while also empowering readers with concise explanations of the underlying theory and math. Students will get immediate results, as they gain as much knowledge of the "big picture" as desired.
McCaffrey covers everything from development terminology to best practices, and offers specific guidance for using Unreal Engine 4 VR with Oculus Rift, Vive, GearVR, AndroidVR, Steam, and other environments. He discusses both seated and standing VR, trace interactions, teleportation, UMG and 3D menus, inverse kinematics, motion control, comfort mode, VR optimization, and more. He also presents a full VR rollercoaster project, including expert techniques for avoiding motion sickness.
World-renowned VR developer and instructor Mitch McCaffrey offers tested "recipes" for performing each common VR task and overcoming many complex development challenges. McCaffrey's recipes contain step-by-step instructions, while also empowering readers with concise explanations of the underlying theory and math. Students will get immediate results, as they gain as much knowledge of the "big picture" as desired.
McCaffrey covers everything from development terminology to best practices, and offers specific guidance for using Unreal Engine 4 VR with Oculus Rift, Vive, GearVR, AndroidVR, Steam, and other environments. He discusses both seated and standing VR, trace interactions, teleportation, UMG and 3D menus, inverse kinematics, motion control, comfort mode, VR optimization, and more. He also presents a full VR rollercoaster project, including expert techniques for avoiding motion sickness.
Preface xiii
Acknowledgments xvii
About the Author xix
Part I: Getting Started 1
Chapter 1: Terminology and Best Practices 3
Terminology 4
Best Practices 10
Summary 11
Chapter 2: Head Mounted Display Setup 13
Gear VR 14
Rift and Vive 32
Summary 42
Chapter 3: Toolkit 43
Generic Function Library 44
Oculus Function Library 45
Steam VR Function Library 47
Summary 47
Part II: Recipes 49
Chapter 4: Trace Interaction 51
Understanding Trace Interaction 52
Understanding Interfaces 55
Setting Up Trace Interaction 57
Setting Up a Basic Interactive Object 75
Summary 79
Exercises 80
Chapter 5: Teleportation 85
Setting Up Teleportation 86
Visualizing the Teleport 92
Simple Teleportation Volume 95
Summary 101
Exercises 101
Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103
Challenges with 2D UI in VR 104
History and Compatibility of UMG 105
Basic VR Menu 105
Custom Menu Interaction 113
Summary 123
Exercises 123
Chapter 7: Character Inverse Kinematics 125
Introduction to Inverse Kinematics 126
Setting Up Head IK 127
Setting Up Hand IK 137
Summary 144
Exercises 145
Chapter 8: Motion Controller Interaction 147
Why Motion Controller Interaction Works 148
What to Look Out For: The Importance of Affordance 148
Shared Input of the Current Generation of Motion
Controllers 149
Setting Up the World Interaction Project 149
Interacting with Objects 151
Creating the Interactive Objects 163
Summary 187
Exercises 188
Chapter 9: VR Locomotion 189
Simulator Sickness 190
Locomotion Types 190
Locomotion Implementation 194
Summary 205
Exercises 205
Chapter 10: VR Optimization 207
Requirements of VR Rendering 208
Latency Mitigation 209
Performance Improvements 215
VR Project Settings 221
Summary 229
Exercises 229
Part III: Appendices 231
Appendix A: VR Editor 233
Enabling the VR Editor 234
Controlling the VR Editor 235
Summary 241
Appendix B: Resources 243
Epic 244
Oculus 244
Valve 244
Google 245
Community 245
Physical Meetups 245
Conferences 246
Index 247
<![endif]--><![endif]--> <![endif]-->Erscheinungsjahr: | 2017 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9780134649177 |
ISBN-10: | 0134649176 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Mccaffrey, Mitch |
Hersteller: | Pearson Education (US) |
Verantwortliche Person für die EU: | Produktsicherheitsverantwortliche/r, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 228 x 177 x 20 mm |
Von/Mit: | Mitch Mccaffrey |
Erscheinungsdatum: | 08.03.2017 |
Gewicht: | 0,547 kg |
Preface xiii
Acknowledgments xvii
About the Author xix
Part I: Getting Started 1
Chapter 1: Terminology and Best Practices 3
Terminology 4
Best Practices 10
Summary 11
Chapter 2: Head Mounted Display Setup 13
Gear VR 14
Rift and Vive 32
Summary 42
Chapter 3: Toolkit 43
Generic Function Library 44
Oculus Function Library 45
Steam VR Function Library 47
Summary 47
Part II: Recipes 49
Chapter 4: Trace Interaction 51
Understanding Trace Interaction 52
Understanding Interfaces 55
Setting Up Trace Interaction 57
Setting Up a Basic Interactive Object 75
Summary 79
Exercises 80
Chapter 5: Teleportation 85
Setting Up Teleportation 86
Visualizing the Teleport 92
Simple Teleportation Volume 95
Summary 101
Exercises 101
Chapter 6: Unreal Motion Graphics and 2D User Interfaces 103
Challenges with 2D UI in VR 104
History and Compatibility of UMG 105
Basic VR Menu 105
Custom Menu Interaction 113
Summary 123
Exercises 123
Chapter 7: Character Inverse Kinematics 125
Introduction to Inverse Kinematics 126
Setting Up Head IK 127
Setting Up Hand IK 137
Summary 144
Exercises 145
Chapter 8: Motion Controller Interaction 147
Why Motion Controller Interaction Works 148
What to Look Out For: The Importance of Affordance 148
Shared Input of the Current Generation of Motion
Controllers 149
Setting Up the World Interaction Project 149
Interacting with Objects 151
Creating the Interactive Objects 163
Summary 187
Exercises 188
Chapter 9: VR Locomotion 189
Simulator Sickness 190
Locomotion Types 190
Locomotion Implementation 194
Summary 205
Exercises 205
Chapter 10: VR Optimization 207
Requirements of VR Rendering 208
Latency Mitigation 209
Performance Improvements 215
VR Project Settings 221
Summary 229
Exercises 229
Part III: Appendices 231
Appendix A: VR Editor 233
Enabling the VR Editor 234
Controlling the VR Editor 235
Summary 241
Appendix B: Resources 243
Epic 244
Oculus 244
Valve 244
Google 245
Community 245
Physical Meetups 245
Conferences 246
Index 247
<![endif]--><![endif]--> <![endif]-->Erscheinungsjahr: | 2017 |
---|---|
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9780134649177 |
ISBN-10: | 0134649176 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Mccaffrey, Mitch |
Hersteller: | Pearson Education (US) |
Verantwortliche Person für die EU: | Produktsicherheitsverantwortliche/r, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 228 x 177 x 20 mm |
Von/Mit: | Mitch Mccaffrey |
Erscheinungsdatum: | 08.03.2017 |
Gewicht: | 0,547 kg |