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.
General
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