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

Using a virtual screen


In virtual reality, the space you are looking into is bigger than what is on the screen at a given time. The screen is like a viewport into the virtual space. In this project, we're not calculating 3D views and clipping planes, and we're constraining the head motion to left/right yaw rotation.

You can think of the visible space as the inside surface of a cylinder, with your head at the center. As you rotate your head, a portion of the unraveled cylinder is displayed on the screen.

The height of the virtual screen in pixels is the same as the physical device.

We need to calculate the virtual width. One way to do this, for example, would be to figure out the number of pixels in one degree of head rotation. Then, the width of a full rotation would be pixels per degree * 360.

We can easily find the physical width of the display in pixels. In fact, we already found it in onLayout as the viewWidth variable. Alternatively, it can be retrieved from the Cardboard SDK call:

    ScreenParams...