DEVELOP MOBILE VIRTUAL REALITY APPS USING THE NATIVE GOOGLE CARDBOARD
SDK FOR ANDROID
ABOUT THIS BOOK
* Learn how to build practical applications for Google's popular DIY
VR headset
* Build a reusable VR graphics engine on top of the Cardboard Java
SDK and OpenGL ES graphics libraries
* The projects in this book will showcase a different aspect of
Cardboard development—from 3D rendering to handling user input
WHO THIS BOOK IS FOR
The book is for established Android developers with a good knowledge
level of Java. No prior OpenGL or graphics knowledge is required. No
prior experience with Google Cardboard is expected, but those who are
familiar with Cardboard and are looking for projects to expand their
knowledge can also benefit from this book.
WHAT YOU WILL LEARN
* Build Google Cardboard virtual reality applications
* Explore the ins and outs of the Cardboard SDK Java classes and
interfaces, and apply them to practical VR projects
* Employ Android Studio, Android SDK, and the Java language in a
straightforward manner
* Discover and use software development and Android best practices
for mobile and Cardboard applications, including considerations for
memory management and battery life
* Implement user interface techniques for menus and gaze-based
selection within VR
* Utilize the science, psychology, mathematics, and technology behind
virtual reality, especially those pertinent to mobile Cardboard VR
experiences
* Understand Cardboard VR best practices including those promoted by
Google Design Lab.
IN DETAIL
Google Cardboard is a low-cost, entry-level media platform through
which you can experience virtual reality and virtual 3D environments.
Its applications are as broad and varied as mobile smartphone
applications themselves. This book will educate you on the best
practices and methodology needed to build effective, stable, and
performant mobile VR applications.
In this book, we begin by defining virtual reality (VR) and how Google
Cardboard fits into the larger VR and Android ecosystem. We introduce
the underlying scientific and technical principles behind VR,
including geometry, optics, rendering, and mobile software
architecture. We start with a simple example app that ensures your
environment is properly set up to write, build, and run the app. Then
we develop a reusable VR graphics engine that you can build upon. And
from then on, each chapter is a self-contained project where you will
build an example from a different genre of application, including a
360 degree photo viewer, an educational simulation of our solar
system, a 3D model viewer, and a music visualizer.
Given the recent updates that were rolled out at Google I/O 2016, the
authors of Cardboard VR Projects for Android have collated some
technical notes to help you execute the projects in this book with
Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the
article at
https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf
which explains the updates to the source code of the projects.
STYLE AND APPROACH
This project based guide is written in a tutorial-style project
format, where you will learn by doing. It is accompanied by in-depth
explanations and discussions of various technologies, and provides
best practices and techniques.
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Produktdetaljer
ISBN
9781785880995
Publisert
2016
Utgave
1. utgave
Utgiver
Vendor
Packt Publishing
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter