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

Summary


In this chapter, we started by defining Google Cardboard and saw how it fits in the spectrum of consumer virtual reality devices. We then contrasted Cardboard with higher end VR devices, such as Oculus Rift, HTC Vive, and PlayStation VR, making the case for low-end VR as a separate medium in its own right. There are a variety of Cardboard viewer devices on the market, and we looked at how to configure your smartphone for your viewer using QR codes. We talked a bit about developing for Cardboard, and considered why and why not to use the Unity 3D game engine versus writing a native Android app in Java with the Cardboard SDK. Lastly we took a quick survey of many design considerations for developing for VR that we'll talk more about throughout the book, including ways to avoid motion sickness and tips for integrating Cardboard with Android apps in general.

In the next chapter we start coding. Yaay! For a common point of reference, we'll spend a little time introducing the Android Studio IDE and reviewing the Cardboard Android classes. Then together we'll build a simple Cardboard app, as we lay the groundwork for the structure and function of other projects throughout the book.