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Oculus Rift in Action

List Price: $54.99
SKU:
9781617292194
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  • Product Details

    Author:
    Bradley Austin Davis, Karen Bryla, Phillips Alexander Benton
    Format:
    Paperback
    Pages:
    440
    Publisher:
    Manning (September 3, 2015)
    Language:
    English
    ISBN-13:
    9781617292194
    ISBN-10:
    1617292192
    Weight:
    27.36oz
    Dimensions:
    7.38" x 9.25" x 0.9"
    File:
    Eloquence-SimonSchuster_05022026_P10038138_onix30_Complete-20260502.xml
    Folder:
    Eloquence
    List Price:
    $54.99
    Case Pack:
    20
    As low as:
    $49.49
    Publisher Identifier:
    P-SS
    Discount Code:
    G
    Pub Discount:
    37
    Imprint:
    Manning
  • Overview

    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