LEADER 05268oam 2200613K 450 001 9910959371003321 005 20240509045541.0 010 $a9781315157764 010 $a1315157764 010 $a9781351654609 010 $a1351654608 010 $a9781351654616 010 $a1351654616 035 $a(CKB)4100000008403162 035 $a(MiAaPQ)EBC5785744 035 $a(OCoLC)1104139216 035 $a(OCoLC-P)1104139216 035 $a(FlBoTFG)9781315157764 035 $a(OCoLC)1129091157 035 $a(UkLoBP)BP9781315157764BVA 035 $a(EXLCZ)994100000008403162 100 $a20190610d2019 uy 0 101 0 $aeng 135 $aurcnu---unuuu 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVR developer gems /$fWilliam R. Sherman 205 $a1st ed. 210 1$aBoca Raton :$cCRC Press,$d2019. 210 2$aLondon :$cBloomsbury Publishing (UK),$d2023. 215 $a1 online resource (695 pages) 311 08$a9781138030121 311 08$a1138030120 320 $aIncludes bibliographical references and index. 327 $aCover -- Half Title -- Title Page -- Copyright Page -- Contents -- Preface -- Editor -- List of Contributors -- Section I: The Medium of VR -- 1 VR as a Medium -- 2 VR and Media of Attraction: Design Lessons from History -- Section II: VR with Game Engines -- 3 Getting Started with SteamVR and Unity -- 4 UniCAVE: A Distributed Rendering System for Unity3D -- 5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays -- 6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development -- 7 WebXR: Virtual Reality? in the Browser -- 8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR -- 9 Bridging Scientific Visualization and Unreal VR -- Section III: Interaction -- 10 Brownboxing: The Secret to Rapid VR Prototyping -- 11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices -- 12 Effortless 3D Selection through Progressive Refinement -- 13 Travel in Virtual Reality -- 14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing -- Section IV: Agents & -- Avatars -- 15 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environment -- 16 Building a Social VR App -- 17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality -- Section V: Third Person POV Cameras -- 18 Recording and Replaying Virtual Environments for Development and Diagnosis -- 19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity -- 20 A Stereoscopic 3D View for Virtual Reality Spectators -- Section VI: Virtual Worlds -- 21 The Utility of Virtual Reality for Science and Engineering -- 22 Immersion and Visualizing Artistic Spaces in Virtual Reality -- 23 Embodied Montage: Constructing Meaning in Virtual Reality -- Section VII: Advanced Rendering for VR. 327 $a24 Omnidirectional Stereoscopic Projections for VR -- 25 Volume Lenses for VR -- Section VIII: Perception for Immersion -- 26 Check Your Work: Evaluating VE Effectiveness Using Presence -- 27 Misperception of Self-motion and Its Compensation in Virtual Reality -- 28 Exploring Large Environments with Redirected Walking -- Section IX: DIY VR Hardware -- 29 Building and Interfacing Input and Output Devices -- 30 A Tinkerer's Perspective on VR Displays -- 31 Environmental Feedback for VR Systems -- Section X: Building the Infrastructure of VR -- 32 Virtual Reality System Concepts Illustrated Using OSVR -- 33 Perspective Projection for VR -- 34 Fast and Easy Collision Detection for Rigid and Deformable Objects -- Index. 330 $aThis 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. 606 $aVideo games$xDesign 606 $aVideo games$xProgramming 606 $aVideo games$xDesign 606 $aGames development and programming 615 0$aVideo games$xDesign. 615 0$aVideo games$xProgramming. 615 0$aVideo games$xDesign 615 7$aGames development and programming 676 $a006.8 700 $aSherman$b William R.$cauthor,$0242639 801 0$bUkLoBP 801 1$bUkLoBP 906 $aBOOK 912 $a9910959371003321 996 $aVR developer gems$94346713 997 $aUNINA