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

Hello, cube!


A flat triangle floating in 3D space may be amazing, but it's nothing compared to what we're going to do next: a 3D cube!

The cube model data

The triangle, with just three vertices, was declared in the MainActivity class to keep the example simple. Now, we will introduce more complex geometry. We'll put it in a class named Cube.

Okay, it's just a cube that is composed of eight distinct vertices, forming six faces, right?

Well, GPUs prefer to render triangles rather than quads, so subdivide each face into two triangles; that's 12 triangles in total. To define each triangle separately, that's a total of 36 vertices, with proper winding directions, defining our model, as shown in CUBE_COORDS. Why not just define eight vertices and reuse them? We'll show you how to do this later.

Note

Remember that we always need to be careful of the winding order of the vertices (counter-clockwise) so that the visible side of each triangle is facing outward.

In Android Studio, in the Android project hierarchy...