Book Image

Cardboard VR Projects for Android

By : Jonathan Linowes, Matt Schoen
Book Image

Cardboard VR Projects for Android

By: Jonathan Linowes, Matt Schoen

Overview of this book

Google Cardboard is a low-cost, entry-level media platform through which you can experience virtual reality and virtual 3D environments. Its applications are as broad and varied as mobile smartphone applications themselves. This book will educate you on the best practices and methodology needed to build effective, stable, and performant mobile VR applications. In this book, we begin by defining virtual reality (VR) and how Google Cardboard fits into the larger VR and Android ecosystem. We introduce the underlying scientific and technical principles behind VR, including geometry, optics, rendering, and mobile software architecture. We start with a simple example app that ensures your environment is properly set up to write, build, and run the app. Then we develop a reusable VR graphics engine that you can build upon. And from then on, each chapter is a self-contained project where you will build an example from a different genre of application, including a 360 degree photo viewer, an educational simulation of our solar system, a 3D model viewer, and a music visualizer. Given the recent updates that were rolled out at Google I/O 2016, the authors of Cardboard VR Projects for Android have collated some technical notes to help you execute the projects in this book with Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the article at https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf which explains the updates to the source code of the projects.
Table of Contents (16 chapters)
Cardboard VR Projects for Android
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Hello, triangle!


Let's add a triangle to the scene. Yeah, I know that a triangle isn't even a box. However, we're going to start with super simple tips. Triangles are the building blocks of all 3D graphics and the simplest shapes that OpenGL can render (that is, in triangle mode).

Introducing geometry

Before moving on, let's talk a little about geometry.

Virtual reality is largely about creating 3D scenes. Complex models are organized as three-dimensional data with vertices, faces, and meshes, forming objects that can be hierarchically assembled into more complex models. For now, we're taking a really simple approach—a triangle with three vertices, stored as a simple Java array.

The triangle is composed of three vertices (that's why, it's called a tri-angle!). We're going to define our triangle as top (0.0, 0.6), bottom-left (-0.5, -0.3), bottom-right (0.5, -0.3). The first vertex is the topmost point of the triangle and has X=0.0, so it's at the center and Y=0.6 up.

The order of the vertices...