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 built a Cardboard Android app from scratch, starting with a new project and adding Java code a little bit at a time. In our first build, we had a stereoscopic view of a triangle that you can see in a Google Cardboard headset.

We then added the model transformation, 3D camera views, perspective and head rotation transformations, and discussed a bit about matrix mathematics. We built a 3D model of a cube, and then created shader programs to use a light source to render the cube with shading. We also animated the cube and added a floor grid. Lastly, we added a feature that highlights the cube when the user is looking at it.

Along the way, we enjoyed good discussions of 3D geometry, OpenGL, shaders, matrix math for 3D perspective viewing, geometric normals, and data buffers for the rendering pipeline. We also started thinking about the ways in which you can abstract common patterns in the code into reusable methods.

In the next chapter, we will take a different approach...