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    Unity虛擬現實(shí)項目(影印版 英文版)簡(jiǎn)介,目錄書(shū)摘

    2020-04-28 14:33 來(lái)源:京東 作者:京東
    影印版
    Unity虛擬現實(shí)項目(影印版 英文版)
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    內容簡(jiǎn)介:  虛擬現實(shí)是什么?戴上頭置式顯示器,你會(huì )看到立體化的3D場(chǎng)景,轉動(dòng)頭部環(huán)顧周?chē)?,然后使用手持控制器或傳感器四下走?dòng),你可以感受全方位的沉浸式體驗。除此之外,Unity還是一個(gè)功能強大的游戲引擎,可以用于構建VR應用,為你的游戲帶來(lái)煥然一新的交互性。
      《Unity虛擬現實(shí)項目(影印版 英文版)》將教授使用Unity進(jìn)行虛擬現實(shí)開(kāi)發(fā)的方方面面。你將學(xué)會(huì )如何使用Unity開(kāi)發(fā)特定設備(如OculusRift和GoogleCardboard)上的VR應用,如何同虛擬世界打交道?!禪nity虛擬現實(shí)項目(影印版 英文版)》借助生動(dòng)有趣的項目向你展示如何構建各種VR體驗。除此之外,你將通過(guò)Unity編輯器和C#來(lái)深入學(xué)習Unity3D游戲引擎。
      在《Unity虛擬現實(shí)項目(影印版 英文版)》最后,你將有能力使用Unity設計出內容豐富的交互式虛擬現實(shí)體驗。
    作者簡(jiǎn)介:
    目錄:Preface
    Chapter 1: Virtuall Eve th'm for Eve one
    What is virtual reality to you?
    Types of head-mounted displays
    Desktop VR
    Mobile VR
    The difference between virtual reality and augmented reality
    Applications versus games
    What this book covers
    Who are you?
    Types of VR experiences
    Technical skills that are important to VR
    Summary

    Chapter 2: Objects and Scale
    Getting started with Unity
    Starting a new Unity project
    The Unity editor
    The default world space
    Creating a simple diorama
    Adding a cube
    Adding a plane
    Adding a sphere and some material
    Changing the scene view
    Adding a photo
    Coloring the ground plane
    Measurement tools
    Keeping a unit cube handy
    Using a Grid Projector
    Measuring the Ethan character
    Importing from the Blender experiment
    An introduction to Blender
    A unit cube
    A UV Texture image
    Importing into Unity
    A few observations
    Summary

    Chapter 3: VR Build and Run
    VR device integration software
    Unity's built-in VR support
    The device-specific SDK
    The OSVR project
    WebVR
    3D worlds
    Creating the MeMyselfEye prefab
    Build for the Oculus Rift
    Build for Google Cardboard
    The Android setup
    The iOS setup
    Installing the Cardboard Unity package
    Adding the camera
    The build settings
    The Play Mode
    Building and running in Android
    Building and running in iOS
    The device-independent clicker
    How virtual reality really works
    Stereoscopic 3D viewing
    Head tracking
    Summary

    Chapter 4: Gaze-based Control
    Ethan, the walker
    Artificially intelligent Ethan
    The Navmesh bakery
    A random walker in the town
    Interlude - a quick introduction to Unity programming
    The RandomPosition script
    "Zombie-ize" Ethan!
    Go where I'm looking
    The LookMoveTo script
    Adding a feedback cursor
    Observations
    If looks could kill
    The KillTarget script
    Adding particle effects
    Cleaning up
    Summary

    Chapter 5: World Space UI
    A reusable default canvas
    The visor HUD
    The reticle cursor
    The windshield HUD
    The game element UI
    The info bubble
    An in-game dashboard with input events
    Creating a dashboard with buttons
    Linking the water hose to the buttons
    Activating buttons from the script
    Look to highlight a button
    Looking and then clicking to select
    Looking and staring to select
    A responsive object UI with head gestures
    Using the head position
    Using head gestures
    Summary

    Chapter 6: First-person Character
    Understanding the Unity characters
    Unity components
    The Camera component
    The Rigidbody component
    The Character Controller component
    Unity Standard Assets
    ThirdPersonController
    AIThirdPersonController
    FirstPersonController
    RigidBodyFPSController
    Making a first person
    Move in the direction you're looking
    Keep your feet on the ground
    Don't pass through solid objects
    Don't fall off the edge of the world
    Stepping over small objects and handling uneven terrain
    Start and stop moving
    Using head gestures to start/stop
    User calibrations
    A character's height
    Real-life height of a player
    Recentering
    Maintaining a sense of self
    Head-body disconnect
    Head and body...
    ...And feet
    The body avatar
    Virtual David le nose
    Audio cues
    Locomotion, teleportation, and sensors
    Managing VR motion sickness
    Summary

    Chapter 7: Physics and the Environment
    Unity physics
    Bouncy balls
    Headshots
    Trampoline and brick
    A human trampoline
    Like a brick
    Like a character
    Interlude - environment and things
    Wispy Sky
    The planet Earth
    The corporate logo
    Blender
    Unity
    An elevator
    Jumping
    Summary

    Chapter 8: Walk-throughs and Rendering
    Building in Blender
    Walls
    Ceiling
    Assemble the scene in Unity
    The gallery room
    The artwork rig
    The exhibition plan
    Adding photos to the gallery
    An animated walk-through
    Unity's animation system
    Scripted animation
    Optimizing for performance and comfort
    Optimizing your implementation and content
    Simplify your models
    Using texture maps instead of complex meshes
    Limiting the objects to be drawn
    Lighting and shadow performance
    Optimizing your scripts
    Optimizing for the Unity rendering pipeline
    Life's a batch
    Multipass pixel filling
    Other rendering tips
    Optimizing for the target hardware and drivers
    Unity Profiler
    Summary

    Chapter 9: Using All 360 Degrees
    360-degree media
    Crystal balls
    Magic orbs
    Panoramas
    Infographics
    Equirectangular projections
    Globes
    Photospheres
    Field of view- FOV
    Capturing a 360-degree media
    Summary

    Chapter 10: Social VR Metaverse
    Multiplayer networking
    Networking services
    The network architecture
    Local versus server
    The Unity networking system
    Setting up a simple scene
    Creating a scene environment
    Creating an avatar head
    Adding multiplayer networking
    Network Manager and HUD
    Network Identity and Transform
    Running as a host
    Adding spawn positions
    Running two instances of the game
    Associating avatar with the first-person character
    Adding multiplayer virtual reality
    The Oculus Rift players
    The Google Cardboard players
    Next steps
    Building and sharing a custom VRChat room
    Preparing and building the world
    Host the world
    Summary

    Chapter 11: What's Next?
    Index
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