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

The image gallery user interface


Before we go ahead and implement a user interface for this project, let's talk about how we want it to work.

The purpose of this project is to allow the user to select a photo from their phone's storage and view it in VR. The phone's photo collection will be presented in a scrollable grid of thumbnail images. If a photo is a normal 2D one, it'll be displayed on the virtual screen plane we just made. If it's a photosphere, we'll view it as a fully immersive 360-degree spherical projection.

A sketch of our proposed scene layout is shown in the following diagram. The user camera is centered at the origin, and the photosphere is represented by the gray circle, which surrounds the user. In front of the user (determined by the calibration at launch), there will be a 5 x 3 grid of thumbnail images from the phone's photo gallery. This will be a scrollable list. To the left of the user, there is the image projection screen.

Specifically, the UI will implement the following...