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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift 2. Stepping into Virtual Reality FREE CHAPTER 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Summary

In this chapter, we started off by diving into how a renderer works at a low level in order to glean a deep understanding of what's possible with graphics programming. After looking at the details, pros and cons of the forward and deferred rendering method, we created a scene that took advantage of the deferred rendering method by rendering several real-time lights without an additional rendering pass per light.

After covering the technical breakdowns, we took a brief look at several techniques you can use to give the graphics in your game a more unique, polished appearance. We started with color grading, an image effect that colors all rendered pixels uniformly based on a modified color matrix.

Finally, we looked at the broadest area of graphics programming: shaders. Unlike screen-space effects, shaders are assigned to specific meshes in a scene and can render them based on a combination of internal geometric data and parameters like textures. We created a basic shader that...

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