Unreal For Mobile And Standalone Vr Create Professional Vr Apps Without Coding
Cornel Hillmann
Resumo
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Unreal For Mobile And Standalone Vr Create Professional Vr Apps Without Coding
Foreword and a bit of Unreal and VR history.Chapter summary: A quick summary on how VR and the Unreal engine evolved over time and why VR is a key technology for the future.
Chapter 1. The VR ecosystem and What to Expect in the Years to ComeChapter summary: A look at the VR ecosystem, the technologies, manufacturers and platforms and their market shares. What the emerging trends in VR are. What social VR, WebVR, haptic feedbackand new display...
Foreword and a bit of Unreal and VR history.Chapter summary: A quick summary on how VR and the Unreal engine evolved over time and why VR is a key technology for the future.
Chapter 1. The VR ecosystem and What to Expect in the Years to ComeChapter summary: A look at the VR ecosystem, the technologies, manufacturers and platforms and their market shares. What the emerging trends in VR are. What social VR, WebVR, haptic feedbackand new display...
Unreal For Mobile And Standalone Vr Create Professional Vr...
Resumo
Unreal For Mobile And Standalone Vr Create Professional Vr Apps Without Coding
Foreword and a bit of Unreal and VR history.
Chapter summary: A quick summary on how VR and the Unreal engine evolved over time and why VR is a key technology for the future.
Chapter 1. The VR ecosystem and What to Expect in the Years to Come
Chapter summary: A look at the VR ecosystem, the technologies, manufacturers and platforms and their market shares. What the emerging trends in VR are. What social VR, WebVR, haptic feedback
and new display technologies mean for development. How to see VR and AR as complimentary
technologies under the umbrella of XR.
Standalone and Mobile VR vs. tethered VR
Use cases for businesses and entertainment
XR: The benefits of VR vs AR
Chapter 2. VR Production Tools, Workflow and Pipeline
Chapter summary: An introduction to established workflow for creating VR assets. A quick look at Blender 3D, Substance painter and other asset creation tools. A quick look at VR video from 360 to VR180 and how it ties in with real-time graphics. A quick overview why Unreal is such a fantastic tool for VR production, looking at the key features. The importance of audio, especially spatial audio for VR. An introduction on photogrammetry techniques for VR, such as baking high polygon scanned object down to low poly VR assets. What volumetric video means for the future of VR video production and an overview over VR UX topics such as locomotion, UI, and best practices in general.
3D modeling, texturing and animation options for producing VR content
Why is the Unreal engine so great?
How to combine VR video (360 or VR 180) with real-time graphics
Emerging techniques: Photogrammetry and volumetric video
Terminology, UX and best practices for VR.
Chapter 3. Before you start
Chapter summary: How to plan a production. Using game development standards such as GDD as a foundation. The benefits of using great concept art. How to classify assets and optimize production time.
Game Design Document (GDD) and production planing
The concept stage
Asset production
Chapter 4. Unreal for VR: Basic Ingredients for an Oculus Go Project Set-Up
Chapter summary: An introduction over the core concepts in Unreal for VR independent of any target platform. Activating the target platforms VR support, using Game modes and blueprints to load levels. Smooth locomotion vs teleportation. Basic controller mapping and standard controller functions. Established UI concepts, notes on text in VR and deployment to target platforms.
Basic project setup
Blueprint interactions
Locomotion concepts
Controller concepts
UI challenges
Testing and optimization setup
Chapter 5. Comparing the Gear GV, Oculus Go and Oculus Guest
Chapter summary: The Oculus Go and the Gear VR run apps that binary compatible, but there are
important differences. An overview over hardware market-share and performance limitations on older
Samsung phones for the Gear VR. Setting up your device for VR development. Overheating
considerations in game design and example use cases. Side-loading: How to bypass the Oculus store if
you are developing B2B apps for events. Tip & tricks to maximize performance and visual quality.
Hardware overview and setup
Oculus store requirements and what they mean
Analyzing the market and dissecting success stories
Side-loading for VR B2B apps
Tips and tricks
Chapter 6. Creating an Interactive VR Presentation
Chapter summary: The first tutorial project is visualization presentation whi
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Características
- Editora
-
Apress
- Idiomas
-
Inglês
- Data de lançamento
-
13/04/2019
- Peso
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505,0
- Série/Edição Limitada
-
1st ed.
- EAN
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9781484243596
Publicidade
Publicidade