This book takes the practicality of other "Gems" series such as
"Graphics Gems" and "Game Programming Gems" and provide a quick
reference for novice and expert programmers alike to swiftly track
down a solution to a task needed for their VR project. Reading the
book from cover to cover is not the expected use case, but being
familiar with the territory from the Introduction and then jumping
to the needed explanations is how the book will mostly be used.
Each chapter (other than Introduction) will contain between 5 to 10
"tips", each of which is a self-contained explanation with
implementation detail generally demonstrated as pseudo code, or in
cases where it makes sense, actual code. Key Features Sections
written by veteran virtual reality researchers and developers
Usable code snipits that readers can put to immediate use in their
own projects. Tips of value both to readers entering the field as
well as those looking for solutions that expand their repertoire.
General
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