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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

The Oculus Rift platform

While our previous projects have used mobile devices to deliver the VR experience, this project will focus on development of a desktop solution. The Oculus Rift (see Figure 5.2), or Rift, headset contains a stereoscopic Organic Light-Emitting Diode (OLED) display that produces a resolution of 1080x1200 within a 110° field of view. The headset is connected to a computer with a bundled USB and HDMI cable, tracking the user's head movements. Positioning is accomplished by IR LEDs embedded in the headset and stationary IR sensor(s). This means that VR applications for the Rift can be designed for a seated or room-scale experience.

Since the device is connected to a computer, our source content can be of a higher resolution and quality than could be handled by a mobile device, as we saw in the previous examples. All of this can be done in the Unity...

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