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VR developer gems / edited by William R. Sherman.

Contributor Sherman, William R. editor.

ImprintBoca Raton, FL : CRC Press, Taylor & Francis Group, [2019]

Descriptionxix, 673 pages : illustrations (chiefly color) ; 25 cm

Note:"An A.K. Peters book."

Note:Section 1. The medium of VR -- VR as a medium / William R. Sherman -- VR and media of attraction: design lessons from history / Rebecca Rouse -- Section II. VR with game engines -- Getting started with SteamVR and Unity / Lee Wasilenko -- UniCAVE: a distributed rendering system for Unity3D / Ross Tredinnick and Kevin Ponto -- Using the Kinect for head-tracked perspective and pointing in stationary VR displays / Jason W. Woodworth and Christoph W. Borst -- The vehicle pattern for simplifying cross-platform virtual reality development / Anthony Steed -- WebXR: virtual reality...in the browser / Luis Diego González-Zúńiga and Peter O'Shaughnessy -- Greyhouse: building the neighborhood coffee shop in Unreal Engine for VR / Booker Smith and David Whittinghill -- Bridging scientific visualization and Unreal VR / Kees Van Kooten -- Section III. Interaction -- Brownboxing: the secret to rapid VR prototyping / Shawn Patton -- Bi-manual interaction for manipulation, volume selection, and travel: using the leap motion, game controllers and mobile devices / Elliot Hunt, Rajiv Khadka, and Amy C. Banic -- Effortless 3D selection through progressive refinement / Doug A. Bowman, Regis Kopper, and Felipe Bacim -- Travel in virtual reality / Jason Leigh -- From painting to widgets, 6-DOF and bimanual input beyond pointing / Bret Jackson and Daniel F. Keefe -- Section IV. Agents & avatars -- Making virtual reality social: getting virtual humans into your virtual environment / Andrew Cordar, Yao Heng, Fatemeh Tavassoli, Jeffrey Wood, and Benjamin Lok -- Building a social VR app / Bernie Roehl -- Avatar embodiment, behavior replication, and kinematics in virtual reality / Daniel Roth, Jan-Philipp Stauffert, and Marc Erich Latoschik -- Section V. Third person POV cameras -- Recording and replaying virtual environments for development and diagnosis / Anthony Steed, Mingqian Wang, and Jason Drummond -- Capturing cinematic shots of virtual reality scenes in Unity / Andrew Cunningham and Maxime Cordeil -- A stereoscopic 3D view for virtual reality spectators / Andrew Guagliardo, Jason Leigh, and Ming-Der Yang -- Section VI. Virtual worlds -- The utility of virtual reality for science and engineering / Kenny Gruchalla and Nicholas Brunhart-Lupo -- Immersion and visualizing artistic spaces in virtual reality / Margaret Dolinsky -- Embodies montage: constructing meaning in virtual reality / Deniz Tortum and Ainsley Sutherland -- Section VII. Advanced rendering for VR -- Omnidirectional stereoscopic projections for VR / John E. Stone -- Volume lenses for VR / Jason W. Woodworth and Christoph W. Borst -- Section VIII. Perception for immersion -- Check your work: evaluating VE effectiveness using presence / Richard Skarbez and Mary C. Whitton -- Misperception of self-motion and its compensation in virtual reality / Frank Steinicke -- Exploring large environments with redirected walking / Mahdi Azmandian, Rhys Yahata, and Evan Suma Rosenberg -- Section IX. DIY VR hardware -- Building and interfacing input and output devices / Kyle Johnsen -- A tinkerer's persepctive on VR displays / J. Adam Jones -- Environmental feedback for VR systems / Chauncey E. Frend -- Section X. Building the infrastructure of VR -- Virtual reality system concepts illustrated using OSVR / Russell M. Taylor II -- Perspective projection for VR / Robert Kooima -- Fast and easy collision detection for rigid and deformable objects / Rene Weller and Gabriel Zachmann.

Bibliography Note:Includes bibliographical references.

Note:"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." --Publisher's description.



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Contributor
Sherman, William R. editor.
Title:
Virtual reality developer gems
Subject:
Virtual reality -- Computer programs.