Table Of Content0. Introduction 1. Object-Oriented Programming in Virtual Reality 2. Basic VR Objects and Interactions 3. Transformations and Scene Trees 4. Basic Physics 5. Multiple System Interaction Frameworks 6. VR Interactions 7. Menus and HUDs 8. Models and Animations 9. Terrains 10. Textures 11. Walking and Navigation 12. Lighting and Shaders 13. 3D Sound 14. Particle Systems 15. AI 16. Advanced Physics 17. Joints 18. Inverse Kinematics 19. Usability Design and Publishing
SynopsisLori Rebenitsch, Lisa Rebenitsch and Rohan Loveland, Key Features, Provides a complete course package, leading to the actual development of a publishable final project game, Through annual content updates, maintains currency in both the virtual reality materials and the assumed background of the student, Minimizes required starting time for professors and educators, A Practical Introduction to Virtual Reality is written for the undergraduate computer science student taking a course in virtual reality. This tutorial-based text is organized so that by the end of the semester students will have created their first virtual reality game, including sound and various interactions. The materials are written from the position of the student and the student's professor as opposed to the professional with prior graphics experience. Beginning with an introductory chapter covering the 10 universal basics necessary for virtual reality coding, the book moves on to topics such as putting together a virtual reality setup, creating Heads Up displays, building scene trees, learning how to import three-dimensional models and animations, lighting and audio, and more. By the end of the book, students will have a final project game ready for beta testing and publishing!, A Practical Introduction to Virtual Reality: From Concepts to Executables is written for the undergraduate computer science student taking a course in virtual reality. This tutorial-based text is organized so that by the end of the semester students will have created their first VR game, including sound and various interactions. The materials are written from the position of the student and the student's professor as opposed to the professional with prior graphics experience. Beginning with an introductory chapter covering the ten universal basics necessary for VR coding, the book moves on to such topics as putting together a VR set-up, creating Heads Up displays, building scene trees, learning how to import 3D models and animations, lighting and audio, and more, until by the end of the book, students will have a final project game ready for beta testing and publishing!