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Gain an in-depth knowledge in immersive web development to create
augmented reality (AR) and virtual reality (VR) applications inside
web browsers using WebXR API, WebGL, Three.js, and A-Frame. This
project-based book will provide the practice and portfolio content
to make the most of what the futures of spatial computing and
immersive technology have to offer. Beginning with technical
analysis of how web browsers function, the book covers programming
languages such as WebGL, JavaScript, and HTML, with an eye on a
complete understanding of the WebXR lifecycle. You'll then explore
how contemporary web browsers work at the code level and see how to
set up a local development server and use it with the Visual Studio
Code IDE to create 3D animation in the WebGL programming language.
With a familiarity of the web-rendering pipeline in place, you'll
venture on to WebGL abstractions such as the Three.js JavaScript
library and Mozilla's A-Frame XR Framework, which use WebXR to
create high-end visual effects. In the final projects of the book,
you'll create an augmented reality web session for an Android phone
device, and create a VR scene in A-Frame (built on Three.js) to
demo essential components of the WebXR API pertaining to user
positioning and interaction. Game engines have become common-place
for the creation of mixed reality content. However, developers not
interested in learning entirely new workflows may be better suited
to work within a medium almost universally open to all-the web; AR
and VR Using the WebXR API will show you the way. What You'll Learn
Master the creation of virtual reality and augmented reality
features for web page Prepare to work as an immersive web developer
with a portfolio of projects in sought-after technologies Review
the fundamentals of writing shaders in WebGL Experience the unity
between client, server, and cloud architecture as it applies to
location-based AR Who This Book Is For Aspiring immersive web
developers and developers already familiar with the fundamentals of
web development who want to further explore topics such as spatial
computing, computer vision, spatial anchors, and cloud-computing
for multi-user social experiences.
Virtual reality is quickly becoming the next medium to communicate
your ideas. Once siloed in make-believe world of science fiction,
virtual reality can now touch any aspect of your life. This book
shows you how to create original virtual reality content using the
Unity game engine and the Virtual Reality Tool Kit. By the end of
the book you'll be creating your own virtual reality experience
using the fundamental building blocks within. You'll start by
reviewing spatial computing, an emerging field that encompasses
self-driving cars to space exploration. You'll also create your own
virtual reality environments for use on headsets such as those from
Oculus and HTC. Using the Unity3D game engine and the Virtual
Reality Toolkit on a computer or laptop, you will walk through the
fundamentals of virtual reality with as little code as possible.
That is the beauty of Unity and the Virtual Reality Toolkit. You
will discover how to use buttons in a virtual space, gaze-tracking
for user input, and physics for enabling interaction between a
human and a virtual space. From game design to education to
healthcare to human resources, virtual reality offers new and
creative ways to engage users, students, patients, customers, and
more. Not a coding book, Virtual Reality with VRTK4 shows that you
don't need to be a computer or graphics whiz to begin creating your
own virtual reality experiences. What You'll Learn Grasp Virtual
Reality Toolkit and its interaction with Unity3D Explore the
fundamental science of virtual reality Review the inner workings of
Unity3D and its integration with VRTK Understand the big picture of
C# coding in Unity3D Incorporate head and hand movement into
virtual experiences Who This Book Is For Creative professionals or
students who are familiar with computer design programs and want to
begin prototyping their own original virtual reality work as
quickly as possible.
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