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

Further enhancements


We hope that we've given you some tools to get you going with your own music visualizations. As we've suggested throughout this chapter, the options are infinite. Unfortunately, space prohibits us from having too much fun coding more and more stuff here.

  • Animations: We have applied the simplest transformations to each of our visualizations: a simple position, scale, and perhaps 90-degree rotations. Naturally, the position, rotation, and scale can be animated, that is, updated for each frame in coordination with the music, or independent of the music using Time.deltaTime. Stuff can be virtually flying all around you!

  • Advanced textures and shaders: Our shaders and data-driven textures are the most basic: fundamentally rendering a single color pixel corresponding to the audio byte value. The audio data can be fed into much more complex and interesting algorithms to generate new patterns and color and/or be used to morph preloaded textures.

  • Texture mapping: The texture materials...