ABSTRACT
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.
TABLE OF CONTENTS
part Section I|40 pages
The Medium of VR
part Section II|108 pages
VR with Game Engines
part Section III|120 pages
Interaction
chapter 11|50 pages
Bi-Manual Interaction for Manipulation, Volume Selection, and Travel
part Section IV|78 pages
Agents & Avatars
chapter 15|18 pages
Making Virtual Reality Social
part Section V|34 pages
Third Person POV Cameras
part Section VI|40 pages
Virtual Worlds
part Section VII|30 pages
Advanced Rendering for VR
part Section VIII|62 pages
Perception for Immersion
part Section IX|56 pages
DIY VR Hardware
part Section X|92 pages
Building the Infrastructure of VR