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

Stay responsive and use threads


There are a few problems with our loading and scrolling code, all related to the fact that loading images and converting bitmaps is compute-intensive. Attempting to do this for 15 images all at once causes the app to appear frozen. You may have also noticed that the app takes significantly longer to start up since we added the thumbnail grid.

In conventional apps, it might be annoying but somewhat acceptable for the app to lock up while waiting for data to load. But in VR, the app needs to stay alive. The app needs to continue responding to the head movement and update the display for each frame with a view corresponding to the current view direction. If the app is locked while loading files, it will feel stuck, that is, stuck to your face! In a fully immersive experience, and on a desktop HMD that is strapped on, visual lockup is the most severe cause of nausea, or sim sickness.

The solution is a worker thread. The key to successful multithreaded support is...