Oculus Rift
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Author | : Bradley Austin Davis |
Publisher | : Manning Publications |
Total Pages | : 440 |
Release | : 2015-09-03 |
Genre | : Computers |
ISBN | : 9781617292194 |
Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly-relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What's Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google. Table of Contents PART 1 GETTING STARTED Meet the Oculus Rift PART 2 USING THE OCULUS C API Creating your first Rift interactions Pulling data out of the Rift: working with the head tracker Sending output to the Rift: working with the display Putting it all together: integrating head tracking and 3D rendering Performance and quality PART 3 USING UNITY Unity: creating applications that run on the Rift Unity: tailoring your application for the Rift PART 4 THE VR USER EXPERIENCE UI design for VR Reducing motion sickness and discomfort PART 5 ADVANCED RIFT INTEGRATIONS Using the Rift with Java and Python Case study: a VR shader editor Augmenting virtual reality
Author | : Alex Benton |
Publisher | : Simon and Schuster |
Total Pages | : 624 |
Release | : 2015-08-12 |
Genre | : Computers |
ISBN | : 1638353484 |
Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly-relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What's Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google. Table of Contents PART 1 GETTING STARTED Meet the Oculus Rift PART 2 USING THE OCULUS C API Creating your first Rift interactions Pulling data out of the Rift: working with the head tracker Sending output to the Rift: working with the display Putting it all together: integrating head tracking and 3D rendering Performance and quality PART 3 USING UNITY Unity: creating applications that run on the Rift Unity: tailoring your application for the Rift PART 4 THE VR USER EXPERIENCE UI design for VR Reducing motion sickness and discomfort PART 5 ADVANCED RIFT INTEGRATIONS Using the Rift with Java and Python Case study: a VR shader editor Augmenting virtual reality
Author | : Jack Donovan |
Publisher | : Packt Publishing Ltd |
Total Pages | : 299 |
Release | : 2017-02-06 |
Genre | : Computers |
ISBN | : 1786461781 |
Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book Create immersive 3D games especially designed for the Oculus Rift platform Build complex realistic virtual reality (VR) games with the Unity Engine Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the Oculus Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you'll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you'll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.
Author | : Tony Parisi |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 171 |
Release | : 2015-10-26 |
Genre | : Computers |
ISBN | : 149192280X |
Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.
Author | : Blake J. Harris |
Publisher | : HarperCollins |
Total Pages | : 466 |
Release | : 2019-02-19 |
Genre | : Technology & Engineering |
ISBN | : 0062455982 |
The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.
Author | : Deepak Kumar Singh |
Publisher | : Literatureslight Publishing |
Total Pages | : 202 |
Release | : 2023-05-25 |
Genre | : Performing Arts |
ISBN | : |
"The Virtual Universe: Exploring VFX, Gaming, and Animation Techniques in Filmmaking" is a comprehensive book for anyone interested in the world of visual effects, gaming, and animation. The book takes readers on a journey through the virtual universe, exploring the latest techniques and tools used in the creation of cutting-edge visual effects, gaming environments, and animated films.
Author | : Frank J. Rybicki |
Publisher | : Springer |
Total Pages | : 139 |
Release | : 2017-09-27 |
Genre | : Medical |
ISBN | : 3319619241 |
This book describes the fundamentals of three-dimensional (3D) printing, addresses the practical aspects of establishing a 3D printing service in a medical facility, and explains the enormous potential value of rendering images as 3D printed models capable of providing tactile feedback and tangible information on both anatomic and pathologic states. Individual chapters also focus on selected areas of applications for 3D printing, including musculoskeletal, craniomaxillofacial, cardiovascular, and neurosurgery applications. Challenges and opportunities related to training, materials and equipment, and guidelines are addressed, and the overall costs of a 3D printing lab and the balancing of these costs against clinical benefits are discussed. Radiologists, surgeons, and other physicians will find this book to be a rich source of information on the practicalities and expanding medical applications of 3D printing.
Author | : Fouad Sabry |
Publisher | : One Billion Knowledgeable |
Total Pages | : 328 |
Release | : 2022-07-10 |
Genre | : Technology & Engineering |
ISBN | : |
What Is Virtual Reality The term "virtual reality" (VR) refers to a simulated experience that may either be very similar to or quite dissimilar from the actual world. Virtual reality may be used in a variety of settings, including entertainment, education, and even business. Other separate forms of technology that are similar to virtual reality include augmented reality and mixed reality, which are often collectively referred to as extended reality or XR for short. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Virtual reality Chapter 2: Mixed reality Chapter 3: Head-mounted display Chapter 4: Immersion (virtual reality) Chapter 5: Oculus Rift Chapter 6: Sketchfab Chapter 7: Windows Mixed Reality Chapter 8: HTC Vive Chapter 9: Virtual reality headset Chapter 10: Comparison of virtual reality headsets Chapter 11: Tilt Brush Chapter 12: Foveated rendering Chapter 13: VR positional tracking Chapter 14: Hyper Reality Experience Chapter 15: Virtual reality game Chapter 16: VRChat Chapter 17: Virtual reality applications Chapter 18: Valve Index Chapter 19: Oculus Rift CV1 Chapter 20: TheBlu Chapter 21: NeosVR (II) Answering the public top questions about virtual reality. (III) Real world examples for the usage of virtual reality in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of virtual reality' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of virtual reality.
Author | : Sonali Agarwal |
Publisher | : Springer Nature |
Total Pages | : 464 |
Release | : 2020-02-25 |
Genre | : Technology & Engineering |
ISBN | : 981151366X |
This book features selected high-quality research papers presented at the International Conference on Machine Intelligence and Signal Processing (MISP 2019), held at the Indian Institute of Technology, Allahabad, India, on September 7–10, 2019. The book covers the latest advances in the fields of machine learning, big data analytics, signal processing, computational learning theory, and their real-time applications. The topics covered include support vector machines (SVM) and variants like least-squares SVM (LS-SVM) and twin SVM (TWSVM), extreme learning machine (ELM), artificial neural network (ANN), and other areas in machine learning. Further, it discusses the real-time challenges involved in processing big data and adapting the algorithms dynamically to improve the computational efficiency. Lastly, it describes recent developments in processing signals, for instance, signals generated from IoT devices, smart systems, speech, and videos and addresses biomedical signal processing: electrocardiogram (ECG) and electroencephalogram (EEG).
Author | : Assadi, Djamchid |
Publisher | : IGI Global |
Total Pages | : 413 |
Release | : 2015-12-02 |
Genre | : Business & Economics |
ISBN | : 1466696052 |
The integration of technology into entrepreneurial initiatives has led to the use of online communities to raise funds for projects and ventures. Through the use of social media platforms and the social web, crowdfunding has provided an innovative, large-scale fundraising solution for both personal and professional initiatives. Strategic Approaches to Successful Crowdfunding brings together a collection of research-based chapters relating to the use of the social web to raise funds and provide financial support for start-up companies, individual pursuits, and philanthropic endeavors. Focusing on a diverse set of topics relating to e-commerce, capital investment, peer-to-peer lending, digital philanthropy, and virtual communities, this timely publication is an essential reference source for academicians, researchers, professionals, and graduate students interested in understanding the dynamics, best practices, and managerial solutions for drawing funds and financial support from online communities.