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Oculus Rift in Action

Oculus Rift in Action
Author: Alex Benton
Publisher: Simon and Schuster
Total Pages: 624
Release: 2015-08-12
Genre: Computers
ISBN: 1638353484

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Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly-relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What's Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google. Table of Contents PART 1 GETTING STARTED Meet the Oculus Rift PART 2 USING THE OCULUS C API Creating your first Rift interactions Pulling data out of the Rift: working with the head tracker Sending output to the Rift: working with the display Putting it all together: integrating head tracking and 3D rendering Performance and quality PART 3 USING UNITY Unity: creating applications that run on the Rift Unity: tailoring your application for the Rift PART 4 THE VR USER EXPERIENCE UI design for VR Reducing motion sickness and discomfort PART 5 ADVANCED RIFT INTEGRATIONS Using the Rift with Java and Python Case study: a VR shader editor Augmenting virtual reality


Oculus Rift in Action

Oculus Rift in Action
Author: Bradley Austin Davis
Publisher: Manning Publications
Total Pages: 440
Release: 2015-09-03
Genre: Computers
ISBN: 9781617292194

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Summary Oculus Rift in Action introduces the powerful Oculus Rift headset and teaches you how to integrate its many features into 3D games and other virtual reality experiences. You'll start by understanding the capabilities of the Rift hardware. Then you'll follow interesting and instantly-relevant examples that walk you through programming real applications using the Oculus SDK. Examples are provided for both using the Oculus C API directly and for using Unity, a popular development and 3D graphics engine, with the Oculus Unity integration package. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Book Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the Oculus Rift VR headset, the game has changed. Using standard programming tools and the intuitive Oculus SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action. Oculus Rift in Action teaches you how to create 3D games and other virtual reality experiences for the Oculus Rift. You'll explore the Rift hardware through examples of real applications using the Oculus SDK and both the Oculus C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. What's Inside Creating immersive VR Integrating the Rift with the Unity 3D SDK Implementing the mathematics of 3D Avoiding motion-sickness triggers About the Authors Brad Davis is an active VR developer who maintains a great set of example Rift applications on Github. Karen Bryla is a freelance developer and writer. Alex Benton is a lecturer in 3D graphics at the University of Cambridge and a software engineer at Google. Table of Contents PART 1 GETTING STARTED Meet the Oculus Rift PART 2 USING THE OCULUS C API Creating your first Rift interactions Pulling data out of the Rift: working with the head tracker Sending output to the Rift: working with the display Putting it all together: integrating head tracking and 3D rendering Performance and quality PART 3 USING UNITY Unity: creating applications that run on the Rift Unity: tailoring your application for the Rift PART 4 THE VR USER EXPERIENCE UI design for VR Reducing motion sickness and discomfort PART 5 ADVANCED RIFT INTEGRATIONS Using the Rift with Java and Python Case study: a VR shader editor Augmenting virtual reality


Mastering Oculus Rift Development

Mastering Oculus Rift Development
Author: Jack Donovan
Publisher: Packt Publishing Ltd
Total Pages: 299
Release: 2017-02-06
Genre: Computers
ISBN: 1786461781

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Explore the new frontier of virtual reality with the Oculus Rift and bring the VR revolution to your own projects About This Book Create immersive 3D games especially designed for the Oculus Rift platform Build complex realistic virtual reality (VR) games with the Unity Engine Create striking VR environments with advanced graphical techniques Who This Book Is For This book is for aspiring indie developers and VR enthusiasts who want to bring their ideas into virtual reality with a new platform that provides an unprecedented level of realism and immersion. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the Oculus Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware In Detail Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you'll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you'll have everything you need to bring your ideas into a new reality. Style and approach This book takes a step-by-step tutorial approach with illustrative examples to help you implement the projects on your own. The book lets you first get to grips with the Oculus SDK and then moves on to the Unity Engine to add realistic graphics and features in your games.


Oculus Rift: For Beginners

Oculus Rift: For Beginners
Author: J. Davidson
Publisher: Bulls Run
Total Pages: 19
Release: 2019-02-18
Genre:
ISBN:

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We are currently occupying a period in history where virtual reality is almost at the point of being considered typical. There are now virtual reality games and virtual reality movies that are available to everyday citizens. Virtual reality is no longer the fantasy that it once was just a few decades ago. 3D glasses were quite the rage when they were debuted. Now, however, with the help of companies such as Oculus VR, you can have virtual reality glasses that will literally transform how you see your surrounding and transport into a totally different virtual world. Many people who have only heard of gadgets such as Oculus Rift may be of the belief that virtual reality is only for gamers. This is not so. Virtual reality can be accessed in a wide variety of ways. It can also be adapted to several different aspects of your life, including your professional life. Let us engage for a moment in the world of virtual reality.


The History of the Future

The History of the Future
Author: Blake J. Harris
Publisher: HarperCollins
Total Pages: 466
Release: 2019-02-19
Genre: Technology & Engineering
ISBN: 0062455982

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The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.


Learning Virtual Reality

Learning Virtual Reality
Author: Tony Parisi
Publisher: "O'Reilly Media, Inc."
Total Pages: 171
Release: 2015-10-26
Genre: Computers
ISBN: 149192280X

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Annotation Get an introduction to the technologies, tools, and techniques for programming virtual reality on the latest generation of desktop and mobile VR hardware. With this hands-on guide, you'll learn essential development and production concepts, including UI design, stereo rendering, 3D input, and programming VR applications for native desktop, mobile and the web. You don't have to be a game development wizard or have 3D graphics experience to get started. If you have basic programming skills and some familiarity with mobile development, this book will help you gain a working knowledge of virtual reality through clear and simple examples.


Oculus Rift: A Beginner’s Guide

Oculus Rift: A Beginner’s Guide
Author: Scott Casterson
Publisher: Conceptual Kings
Total Pages: 15
Release: 2016-02-18
Genre: Computers
ISBN:

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The Oculus Rift is a virtual reality device that can be worn on the head of an individual giving them a feeling of being in a totally different world. The project began back in 2012 and is used with games to create a three-dimensional world in which to play. It was released in 2014 and works with most games currently on the market. The Oculus Rift includes a light headset that makes moving around easy as users experience this completely interactive virtual world.


Oculus Quest 2 and Oculus Rift S User Guide

Oculus Quest 2 and Oculus Rift S User Guide
Author: Antonio Seaman
Publisher:
Total Pages: 94
Release: 2021-01-02
Genre:
ISBN:

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You are one step away from getting all you need to know to maximize the use of your Oculus Quest 2 or Oculus Rift S if only you can make the decision by purchasing this manual.This guide gives the reader the basic and necessary knowledge of operating the Oculus Quest 2 and Oculus Rift S. In this book, several distinct features are adequately explained. The author's step-by-step approach makes it easier for beginners to grasp and learn how to operate this fantastic device. The manual gives readers, especially newbies, a thorough understanding of the latest feature and designs of the Oculus Quest 2 and Oculus Rift S.Some preview of what you will get in this manual include: How to use the Oculus Quest and Rift S Controllers How to setup the Oculus Quest 2 and Oculus Rift SHow to turn on/off your Oculus Quest 2 and Rift S Headset Different Oculus Quest 2 and Rift S Headset lights and their MeaningDifferent Oculus Quest 2 and Rift S Charging Colors and their Meaning Oculus Quest 2 and Rift S Controllers Colors and their meaningSetting Pattern and Security for the Oculus Quest 2How to use the Oculus Touch controllersPairing and Unpairing the Oculus Touch ManuallyUsing the Oculus Quest 2 and Rift S Controllers Button Solving Oculus Quest 2 and Rift S Controller ProblemsHow to Connect your Gamepad to Oculus Quest 2How to maximize the battery life of the Oculus Quest 2 and Oculus Rift SThe Oculus Quest 2 Elite strap with battery and how it worksHow to Cast the Oculus Quest 2 View to your PC How to live-stream to Facebook with the Oculus Quest 2Turning ON and OFF the Hand tracking on Oculus Quest 2 and Rift SHow to Transfer Files (Photos/Video) from your computer to the Oculus Quest 2 headsetHow to join a public party on Oculus Quest 2 and Rift SHow to Block a friend from your party on Oculus Quest 2 and Rift SAnd Lots MoreScroll up and click the BUY NOW WITH 1-CLICK button to get started


AI Technologies and Virtual Reality

AI Technologies and Virtual Reality
Author: Kazumi Nakamatsu
Publisher: Springer Nature
Total Pages: 453
Release:
Genre:
ISBN: 9819990181

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Research & Innovation Forum 2019

Research & Innovation Forum 2019
Author: Anna Visvizi
Publisher: Springer Nature
Total Pages: 568
Release: 2019-10-28
Genre: Education
ISBN: 303030809X

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This book features research presented and discussed during the Research & Innovation Forum (Rii Forum) 2019. As such, this volume offers a unique insight into emerging topics, issues and developments pertinent to the fields of technology, innovation and education and their social impact. Papers included in this volume apply inter- and multi-disciplinary approaches to query such issues as technology-enhanced teaching and learning, smart cities,, information systems, cognitive computing and social networking. What brings these threads of the discussion together is the question of how advances in computer science – which are otherwise largely incomprehensible to researchers from other fields – can be effectively translated and capitalized on so as to make them beneficial for society as a whole. In this context, Rii Forum and Rii Forum proceedings offer an essential venue where diverse stakeholders, including academics, the think tank sector and decision-makers, can engage in a meaningful dialogue with a view to improving the applicability of advances in computer science. In brief, Rii Forum takes the imperative inherent in the 4th industrial revolution seriously, in that it identifies ways of making technology usable and therefore inclusive.