Books & Videos

Table of Contents

  1. Chapter 1 Introduction

    1. What Is Virtual Reality?

    2. Virtual Reality Applications

    3. Chapter Summary

  2. Chapter 2 Virtual Reality Hardware

    1. Oculus Rift

    2. Other High-End Head-Mounted Displays

    3. Samsung Gear VR: Deluxe, Portable Virtual Reality

    4. Google Cardboard: Low-Cost VR for Smartphones

    5. VR Input Devices

    6. Chapter Summary

  3. Chapter 3 Going Native: Developing for Oculus Rift on the Desktop

    1. 3D Graphics Basics

    2. Unity3D: The Game Engine for the Common Man

    3. Setting Up the Oculus SDK

    4. Building Your First VR Example

    5. Chapter Summary

  4. Chapter 4 Going Mobile: Developing for Gear VR

    1. The Gear VR User Interface and Oculus Home

    2. Using the Oculus Mobile SDK

    3. Developing for Gear VR Using Unity3D

    4. Deploying Applications for Gear VR

    5. Chapter Summary

  5. Chapter 5 WebVR: Browser-Based Virtual Reality in HTML5

    1. The Story of WebVR

    2. The WebVR API

    3. Creating a WebVR Application

    4. Tools and Techniques for Creating Web VR

    5. WebVR and the Future of Web Browsing

    6. Chapter Summary

  6. Chapter 6 VR Everywhere: Google Cardboard for Low-Cost Mobile Virtual Reality

    1. Cardboard Basics

    2. Cardboard Stereo Rendering and Head Tracking

    3. Developing with the Cardboard SDK for Android

    4. Developing with the Cardboard SDK for Unity

    5. Developing Cardboard Applications Using HTML5 and a Mobile Browser

    6. Chapter Summary

  7. Chapter 7 Your First VR Application

    1. About 360-Degree Panoramas

    2. Setting Up the Project

    3. Adding Cardboard VR Support

    4. Creating a Gaze-and-Tap User Interface

    5. Where to Take the Project from Here

    6. Chapter Summary

  8. Appendix Resources

    1. Headsets, Input Devices, and Video Capture Systems

    2. Applications and Content

    3. SDKs, Development Tools, and Programming Languages

    4. Websites

    5. Meetup Groups