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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
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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 FREE CHAPTER 2. Stepping into Virtual Reality 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

The concept of VR

VR has taken many forms and formats since its inception, but this book will be focused on modern VR experienced with a Head-Mounted Display (HMD). HMDs such as the Oculus Rift are typically treated like an extra screen attached to your computer (more on that later), but with some extra components that enable it to capture its own orientation (and position, in some cases). This essentially amounts to a screen that sits on your head and knows how it moves, so it can mirror your head movements in the VR experience and enable you to look around the virtual world, making you feel like you're actually there:

The concept of VR

Depth perception

Depth perception is another big principle of VR. Because the display of the HMD is always positioned right in front of the user's eyes, the rendered image is typically split into two images, one per eye, with each individual image rendered from the position of that eye.

You can observe the difference between normal rendering and VR rendering in the following two images. This first image is how normal 3D video games are rendered to a computer screen, created based on the position and direction of a virtual camera in the game world:

Depth perception

This next image shows how VR scenes are rendered, using a different virtual camera for each eye to create a stereoscopic depth effect:

Depth perception

You have been reading a chapter from
Mastering Oculus Rift Development
Published in: Feb 2017
Publisher: Packt
ISBN-13: 9781786461155
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