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Index
Copyright Brief Table of Contents Table of Contents Foreword Preface Acknowledgments About this Book About the Authors Author Online About the Cover Illustration Part 1. Getting started
Chapter 1. Meet the Oculus Rift
Part 2. Using the Oculus C API
Chapter 2. Creating your first Rift interactions Chapter 3. Pulling data out of the Rift: working with the head tracker Chapter 4. Sending output to the Rift: working with the display Chapter 5. Putting it all together: integrating head tracking and 3D rendering Chapter 6. Performance and quality
Part 3. Using Unity
Chapter 7. Unity: creating applications that run on the Rift Chapter 8. Unity: tailoring your application for the Rift
Part 4. The VR user experience
Chapter 9. UI design for VR Chapter 10. Reducing motion sickness and discomfort
Part 5. Advanced Rift integrations
Chapter 11. Using the Rift with Java and Python Chapter 12. Case study: a VR shader editor Chapter 13. Augmenting virtual reality
Appendix A. Setting up the Rift in a development environment Appendix B. Mathematics and software patterns for 3D graphics Appendix C. Suggested books and resources Appendix D. Glossary Index List of Figures List of Tables List of Listings
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