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

Chapter 7. 360-Degree Gallery

360-degree photos and videos are a different approach to virtual reality. Rather than rendering 3D geometry in real time with OpenGL, you're letting users look around a prerendered or photographed scene. 360-degree viewers are a great way to introduce consumers to VR because they give a very natural experience and are easy to produce. It is much easier to take a photo than to render a photorealistic scene of objects in real time. Images are easy to record with a new generation of 360-degree cameras, or the photosphere feature in the Google Camera app. Viewing prerecorded images requires much less computer power than rendering full 3D scenes, and this works well on mobile Cardboard viewers. Battery power should also be less of an issue.

Non-VR 360-degree media has become fairly common. For example, for many years real-estate listing sites have provided panoramic walkthroughs with a web-based player that lets you interactively view the space. Similarly, YouTube...