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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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