Oculus Rift in Action

By Bradley Austin Davis, Karen Bryla


Oculus Rift in Action introduces the robust Oculus Rift headset and teaches you ways to combine its many beneficial properties into 3D video games and different digital fact reports. you are going to commence via figuring out the services of the Rift undefined. Then you will persist with attention-grabbing and instantly-relevant examples that stroll you thru programming actual purposes utilizing the Oculus SDK. Examples are supplied for either utilizing the Oculus C API at once and for utilizing harmony, a favored improvement and 3D images engine, with the Oculus solidarity integration package.

Purchase of the print publication features a loose e-book in PDF, Kindle, and ePub codecs from Manning Publications.

About the Book

Virtual fact has lengthy been the area of researchers and builders with entry to really good and proprietary instruments. With the looks of the Oculus Rift VR headset, the sport has replaced. utilizing normal programming instruments and the intuitive Oculus SDKs, you could convey strong immersive video games, simulations, and different digital stories that eventually nail the sensation of being in the midst of the action.

Oculus Rift in Action teaches you the way to create 3D video games and different digital truth stories for the Oculus Rift. you are going to discover the Rift via examples of genuine functions utilizing the Oculus SDK and either the Oculus C API and the harmony 3D pics engine. alongside the best way, you will get useful counsel on tips on how to use the Rift's sensors to provide fluid VR experiences.

Experience with C++, C#, or one other OO language is assumed.

What's Inside

  • Creating immersive VR
  • Integrating the Rift with the team spirit 3D SDK
  • Implementing the math of 3D
  • Avoiding motion-sickness triggers

About the Authors

Brad Davis is an lively VR developer who continues a good set of instance Rift functions on Github. Karen Bryla is a contract developer and author. Alex Benton is a lecturer in 3D pix on the collage of Cambridge and a software program engineer at Google.

Table of Contents

  1. Meet the Oculus Rift
  2. PART 2 utilizing THE OCULUS C API
  3. Creating your first Rift interactions
  4. Pulling information out of the Rift: operating with the pinnacle tracker
  5. Sending output to the Rift: operating with the display
  6. Putting all of it jointly: integrating head monitoring and 3D rendering
  7. Performance and quality
  8. PART three utilizing UNITY
  9. Unity: growing functions that run at the Rift
  10. Unity: tailoring your program for the Rift
  11. PART four THE VR consumer EXPERIENCE
  12. UI layout for VR
  13. Reducing movement ailment and discomfort
  14. PART five complicated RIFT INTEGRATIONS

  15. Using the Rift with Java and Python
  16. Case examine: a VR shader editor
  17. Augmenting digital reality

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Utilizing the Java bindings specifications JNA vs. JNI vs. Homebrew eleven. 1. 1. Meet our Java binding: JOVR eleven. 1. 2. The Jocular-examples undertaking eleven. 1. three. The RiftApp category eleven. 1. four. The RiftDemo category eleven. 2. utilizing the Python bindings eleven. 2. 1. Meet our Python binding: PyOVR eleven. 2. 2. improvement surroundings eleven. 2. three. The pyovr-examples venture eleven. 2. four. The RiftApp classification eleven. 2. five. The RiftDemo category eleven. three. operating with different languages eleven. four. precis bankruptcy 12. Case research: a VR shader editor 12. 1. the start line: Shadertoy 12. 2. The vacation spot: ShadertoyVR 12. three. Making the leap from second to 3D 12. three. 1. UI format 12. three. 2. person inputs 12. three. three. undertaking making plans 12. three. four. deciding on our characteristic set 12. three. five. UI layout 12. three. 6. Windowing and UI libraries 12. four. Implementation 12. four. 1. helping the Rift in Qt 12. four. 2. Offscreen rendering and enter processing 12. five. facing functionality matters discovering your objective and reacting whilst you’re now not hitting it Eye-per-frame mode and timewarp Dynamic framebuffer scaling Scaling texture within the VR scene, no longer the UI 12. 6. development digital worlds at the GPU 12. 6. 1. Raycasting: construction 3D scenes one pixel at a time 12. 6. 2. discovering the ray course in 2nd 12. 6. three. discovering the ray path in VR 12. 6. four. dealing with the ray foundation: stereopsis and head monitoring 12. 6. five. Adapting an present Shadertoy shader to run in ShadertoyVR 12. 7. precis bankruptcy thirteen. Augmenting digital fact thirteen. 1. Real-world pictures for VR: panoramic images thirteen. 1. 1. landscape images thirteen. 1. 2. picture spheres thirteen. 1. three. picture spheres... in house! thirteen. 2. utilizing stay webcam video within the Rift thirteen. 2. 1. Threaded body trap from a reside photo feed thirteen. 2. 2. photo enhancement thirteen. 2. three. right scaling: webcam point ratio thirteen. 2. four. right ranging: box of view thirteen. 2. five. snapshot stabilization thirteen. three. Stereo imaginative and prescient thirteen. three. 1. Stereo imaginative and prescient in our instance code thirteen. three. 2. Quirks of stereo video from contained in the Rift thirteen. four. The jump movement hand sensor thirteen. four. 1. constructing software program for the jump movement and the Rift thirteen. four. 2. The bounce, the Rift, and their respective coordinate structures thirteen. four. three. Demo: integrating bounce and Rift thirteen. five. precis Appendix A. constructing the Rift in a improvement surroundings A. 1. choosing a exhibit mode: Direct HMD entry or prolonged laptop mode A. 2. Configuring the screens on your OS for prolonged machine mode A. 2. 1. Extending or cloning (mirroring): which in case you decide on? A. three. enhancing your improvement setting A. three. 1. repair it A. three. 2. repair it cost effectively A. three. three. Clone it with a equipment A. three. four. distant improvement A. four. Configuring the Rift on your use Adjusting the headset for a formal healthy A. four. 1. Create a consumer profile A. five. Verifying your setup and troubleshooting A. 6. constructing and not using a Rift Appendix B. arithmetic and software program styles for 3D portraits B. 1. Coordinate structures B. 2. creation to matrices B. three. Matrix transforms B. four. Representing rotation B. four. 1. Euler angles B. four. 2. Quaternions B. four. three. round linear interpolation (“slerp”) B. five. The scene graph software program layout development B. 6. The matrix stack software program layout trend B. 7. The modelview software program layout trend Appendix C. prompt books and assets Books, study papers, and internet sites 3D pics programming OpenGL constructing for the Rift movement sickness/simulator ailment UI layout for VR harmony Demos, video games, and apps VR demos, video games, and purposes worthy a view Oculus percentage D.

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