1. Oculus Rift: A Beginner’s Guide (2016)
Author(s): Scott Casterson
2. Oculus Rift in Action (2015)
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.
- 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
- Meet the Oculus Rift
- 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
- Unity: creating applications that run on the Rift
- Unity: tailoring your application for the Rift
- UI design for VR
- Reducing motion sickness and discomfort
- Using the Rift with Java and Python
- Case study: a VR shader editor
- Augmenting virtual reality
PART 1 GETTING STARTED
PART 2 USING THE OCULUS C API
PART 3 USING UNITY
PART 4 THE VR USER EXPERIENCE
PART 5 ADVANCED RIFT INTEGRATIONS
Author(s): Bradley Austin Davis, Karen Bryla
3. Mastering Oculus Rift Development (2017)
Author(s): Jack Donovan
4. The Oculus Rift: An Introduction (2016)
Author(s): Lucas Matthews
Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a hands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include:
- The history of VR;
- VR cameras;
- Game engines and interactive VR;
- The foundations of VR storytelling;
- Techniques for shooting in live action VR;
- VR postproduction and visual effects;
- VR distribution;
- Interviews with experts in the field including the Emmy-winning studios Felix & Paul and Oculus Story Studio, Wevr, Viacom, Fox Sports, Sundance’s New Frontier, and more.
Author(s): Celine Tricart
Author(s): June Jamrich Parsons
7. Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile (2015)
As virtual reality approaches mainstream consumer use, a vibrant development ecosystem has emerged in the past few years. This hands-on guide takes you through VR development essentials for desktop, mobile, and browser-based applications. You’ll explore the three go-to platforms—OculusVR, Gear VR, and Cardboard VR—as well as several VR development environments, programming tools, and techniques.
If you’re an experienced programmer familiar with mobile development, this book will help you gain a working knowledge of VR development through clear and simple examples. Once you create a complete application in the final chapter, you’ll have a jumpstart on the next major entertainment medium.
- Learn VR basics for UI design, 3D graphics, and stereo rendering
- Explore Unity3D, the current development choice among game engines
- Create native applications for desktop computers with the Oculus Rift
- Develop mobile applications for Samsung’s Gear VR with the Android and Oculus Mobile SDKs
- Create simple and affordable mobile apps for any smartphone with Google’s Cardboard VR
- Bring everything together to build a 360-degree panoramic photo viewer
Author(s): Tony Parisi
8. The Real Reason Facebook Acquired Oculus Rift: How Virtual Reality Will Disrupt Everything And Why You Should Care (2016)
Learn the history of virtual reality and the 4 simple steps necessary for you to profit off of this massively game-changing technology.
Author(s): Ryan Marfone
3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application.
- 3D user interfaces: evolution, elements, and roadmaps
- Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices
- What 3D UI designers should know about human sensory systems and cognition ergonomics
- How proven human-computer interaction techniques apply to 3D UIs
- 3D UI output hardware for visual, auditory, and haptic/ tactile systems
- Obtaining 3D position, orientation, and motion data for users in physical space
- 3D object selection and manipulation
- Navigation and wayfinding techniques for moving through virtual and physical spaces
- Changing application state with system control techniques, issuing commands, and enabling other forms of user input
- Strategies for choosing, developing, and evaluating 3D user interfaces
- Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction
- The future of 3D user interfaces: open research problems and emerging technologies
Author(s): Joseph J. LaViola Jr., Ernst Kruijff
Author(s): June Jamrich Parsons
Author(s): David B. Shaffer
Author(s): David B Shaffer