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  • Book Overview & Buying Cardboard VR Projects for Android
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Cardboard VR Projects for Android

Cardboard VR Projects for Android

By : Linowes, Schoen
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Cardboard VR Projects for Android

Cardboard VR Projects for Android

5 (1)
By: Linowes, 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 (11 chapters)
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10
Index

Summary

In this chapter, we built a music visualizer that runs as a Cardboard VR application. We designed a general architecture that lets you define multiple visualizations, plug them into the app, and transition between them. The app uses the Android Visualization API to capture the waveform and FFT data from the phone's current audio player.

First, we defined the VisualizerBox class responsible for the activity and callback functions to the Android Visualizer API. Then, we defined an abstract Visualization class to implement a variety of visualizations. We then added waveform audio data capture to VisualizerBox and used it to parametrically animate a series of cubes to make a 3D wavy box. Next, we wrote a second visualizer; this time using waveform data to dynamically generate a texture that is rendered with material shader programs. And lastly, we captured the FFT audio data and used it for a third visualization. Then, we added more fun with a trippy trails mode and multiple concurrent...

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