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Best Oculus Rift Books to Master the Technology

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1. Oculus Rift: A Beginner’s Guide (2016)

The Oculus Rift is a virtual reality device that can be worn on the head of an individual giving them a feeling of being in a totally different world. The project began back in 2012 and is used with games to create a three-dimensional world in which to play. It was released in 2014 and works with most games currently on the market. The Oculus Rift includes a light headset that makes moving around easy as users experience this completely interactive virtual world.

Author(s): Scott Casterson

2. Oculus Rift in Action (2015)

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
  1. Meet the Oculus Rift
  2. PART 2 USING THE OCULUS C API
  3. Creating your first Rift interactions
  4. Pulling data out of the Rift: working with the head tracker
  5. Sending output to the Rift: working with the display
  6. Putting it all together: integrating head tracking and 3D rendering
  7. Performance and quality
  8. PART 3 USING UNITY
  9. Unity: creating applications that run on the Rift
  10. Unity: tailoring your application for the Rift
  11. PART 4 THE VR USER EXPERIENCE
  12. UI design for VR
  13. Reducing motion sickness and discomfort
  14. PART 5 ADVANCED RIFT INTEGRATIONS

  15. Using the Rift with Java and Python
  16. Case study: a VR shader editor
  17. Augmenting virtual reality

Author(s): Bradley Austin Davis, Karen Bryla

3. Mastering Oculus Rift Development (2017)

Key Features 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 Book Description 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. 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 About the Author Jack Donovan is a 24-year-old software engineer

Author(s): Jack Donovan

4. The Oculus Rift: An Introduction (2016)

The idea of a technology that was inexpensive for gamers and also more effective than those that were already on the market is behind the Oculus Rift. The Oculus Rift will give you an unforgettable experience, where you will be able to be anywhere using virtual reality technology.

Author(s): Lucas Matthews

5. Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers (2017)

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

6. New Perspectives on Computer Concepts 2018: Comprehensive (2017)

Give students a full understanding of today’s digital world with the cohesive framework and complete coverage in NEW PERSPECTIVES ON COMPUTER CONCEPTS 2018, COMPREHENSIVE. Leading technology author June Parsons provides the latest updates on emerging technology with engaging learning features, informative visuals and hands-on activities proven to increase learning effectiveness. An insightful overview highlights the evolution of today’s digital technology as well as virtual reality, augmented reality, the Internet of Things, and the sharing economy that has emerged with apps such as Uber, Etsy, and Airbnb. Extensive coverage of social media and online security examines concepts behind today’s technology trends. Students explore the underlying principles supporting current digital devices with a focus on connectivity. This edition includes a hands-on programming module ideal to help students with no prior coding experience learn programming with immediate success using Python™.

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
  • Build browser-based applications with the WebVR Javascript API and WebGL
  • 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)

What is Facebook’s interest in acquiring a gaming platform for $2 Billion? In this book I make bold predictions that will be reality within the next five years. Regardless of what industry you work in today, this will affect you.

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

9. 3D User Interfaces: Theory and Practice (2nd Edition) (Usability) (2017)

The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application

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.

Coverage Includes

  • 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

10. New Perspectives on Computer Concepts 2018: Introductory (2017)

Give students a full understanding of today’s digital world with the cohesive framework and complete coverage in NEW PERSPECTIVES ON COMPUTER CONCEPTS 2018, INTRODUCTORY. Leading technology author June Parsons provides the latest updates on emerging technology with engaging learning features, informative visuals and hands-on activities proven to increase learning effectiveness. An insightful overview highlights the evolution of today’s digital technology as well as virtual reality, augmented reality, the Internet of Things, and the sharing economy that has emerged with apps such as Uber, Etsy, and Airbnb. Extensive coverage of social media and online security examines concepts behind today’s technology trends. Students explore the underlying principles supporting current digital devices with a focus on connectivity. This edition includes a hands-on programming module ideal to help students with no prior coding experience learn programming with immediate success using Python™.

Author(s): June Jamrich Parsons

11. The Rifter Chronicles: Soul Rifters (Volume 1) (2015)

Macdill Air Force Base is full of secrets. Hidden well within her gates is the ability to preserve the souls of the dying. These seeders are safely housed in a metaverse, their souls waiting for a new body. Death for the world’s chosen is a thing of the past until a young military brat applies the source code to the ultimate online gaming engine – The Rift. Trapped within, virtual beings become self-aware. Led by an ancient evil, vampires, werewolves, and arcaji sorcerers battle to enter the real world. The latest Oculus gaming device brings the discovery of possession through science as an ancient order joins forces with the Air Force’s Cyber Command to stop the unholy invasion. Do the Templar Knights have what it takes to save a world surrounded in technology? Join Father Palforte Thomas and young Vincent Blades as they hack through a dark forest of twists and turns, where demonic forces must feed in the virtual world, as well as the real one. Wielding a holy power thought to be long forgotten, the last of a bloodline chosen by God, both priest and gamer race against the clock to prevent a high-tech Armageddon with more than their own souls in the balance.

Author(s): David B. Shaffer

12. The Purple Wolf: Virtual Adventures (Volume 1) (2016)

The whispers of a rare wolf stalking adventurers in the dark forests of the rift are true. Even more, some claim that the beast has the power to capture kids from the real world, forcing them to join his pack forever. Grayson believes he has finally tracked down the group of wolves responsible for such rumors. The Silvermane Pack. When he agrees to let his sister Presleigh try his gaming rig, he has no idea of the real danger that’s waiting for her on the other side…

Author(s): David B Shaffer