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Index
Preface
Introducing Google Cardboard
What should you know prior to reading this book?
Source code
Authors
Technical Reviewers
1. A VR Introduction
The WOW! effect
The “Huh” effect
Why develop for Google Cardboard?
Insights on the VR market
My forecast for the next years
Tooling and workflows
Unity (5.1)
3D Authoring - Blender
Makehuman
About workflows
Hardware
What can VR bring that flat worlds cannot?
Ambiance
Immersion
Presence and attachment
The Cardboard platform
Reality versus virtual reality
The mobile platform
The mobile VR adopters
Hardware
Restrictions / Limitations
2. Alien Apartment
How did I come to develop Alien Apartment?
Let’s build on this knowledge and craft a world!
Setting things up
Managing axis
Kicking in stereo view
Updating player azimuth
Movement detection principle (triggering events with your head)
Theory
Implementation
Usage
Last considerations
Making user interfaces and interactions without actual interfaces
Basics
Running an example
Can I make a user interface out of it?
Creating ambiance
Skyboxes and the Lighting window
Calling for emotions and memory
Audio
Music
What have we done here?
Miscellaneous tips and tricks
Light-mapping
Performance
Clipping planes
Batching
Meshes merge
Occlusion baking
Playing with the brain
Quality settings
Physically-based Shader
Fading
Keystore
Version control
Awake(), Start(),...
Generic coroutine management
Building
Exit on back key press
Screen time-out
Shaders
Unlit with alpha
Self-lit shader
Glass shader
Textured glass shader
Summary
3. Glitcher VR
Introduction to Glitcher VR
Prior experience and motivation
The challenges of VR development
Glitcher VR Architecture Deconstructed
Camera Subsystem
Problems that need to be addressed by the camera subsystem
Starting and stopping cameras
Sending frames to the GPU for fast processing
Creating a drawing surface
Saving photos, capturing filtered frames, and video
Automatically detecting and managing cameras with a camera manager
Input subsystem
Problems that need to be addressed by the input subsystem
Detecting and handling input devices
Speech as an input multiplexer
Rendering and Filter System
Design goals
Basic filters
Building complex filters from a base filter
Rendering additional assets
Filter manager
Notification System
Design goals
Building a text renderer
Building a basic notification
Scheduling notifications with a notification scheduler
Helper utilities and other features
Torch/Flashlight
Setting up face detection
Converting face bounding boxes to GLSL coordinates
Sending face information to the filters
Tips and Potential Improvements
Improvements to input
Avoid filler content
Testing with ordinary users
Testing on various hardware
Memory management and using profiling tools
Summary
4. Lanterns and a Village for Cardboard
Common VR rendering techniques used in both apps
Adapting a scene for VR
Creating our own renderer
Using renderer from the Cardboard SDK for Android
Rendering a scene in the Lanterns VR app
Fixed draw order optimization
Fog and light shader
Water reflection
Night sky shader
Rendering and optimizations tricks in the Village VR app
Single draw-call smoke effects
Point sprites for fireflies and snow
Sorting objects by distance
Frustum Culling
Characters movement
Reusing textures and atlasing
Lightmaps packing
Lightmap palettes
Final Village Shaders
Vegetation shaders
Sky textures compression
Summary
5. Google Cardboard - VR for the Masses
The Google Cardboard project
Getting started with Cardboard
Previous Astronaut games
The story of WAA! VR
Getting started on WAA!
Unity3D pro
Testing device Nexus5
Cardboard kits
Asset development in Maxon Cinema4D R16
Asset export: FBX or C4DtoUnity?
The Google Cardboard Unity3D SDK
Moving from .js to c\
Interaction concepts
The magnetic trigger
Raycast collision testing
UI, menus, and scene setup
Skybox and “space” environment
“Title” screen
Main “Universe” menu
In-game HUD
Firing and hitting in VR space
Adding “Asteroids” as targets
Firing rockets
VR 3D effect and the “zone”
Avoiding VR sickness
Special effects, polishing, and testing
Everything looks better with particles
Trail renderer
Adding powerups
Tweaking the gameplay parameters
Adding the character’s body
Launch and listen to the community
Google’s calling
SXSW, Google I/O
Next steps: Oculus and iOS
Thank you!
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