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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Polygons and why we like them

I think the confusion with "Oh no, not polygons" is that polygons, unless they are elevated to an art form, as in the preceding music video, can be a really crude way of creating something. For example, this does not look much like an apple:

Many CAD systems do have other representations such as Non-Uniform Rational B-Spline (NURBS), which is a type of curve, or primitives that essentially have no polygons but are what they represent. A sphere, for example, may be arbitrarily smooth with no facets or flat areas.

The world would be boring if everything was just cubes and spheres. Unless it was Minecraft, then it would be pretty cool. Aside from Minecraft, many CAD systems build up more interesting objects via Constructive Solid Geometry (CSG) to drill out and add the basic primitives to other primitives to make more complex...

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