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

Summary


In this chapter, we created a short and sweet, lightweight graphics engine to build new Cardboard VR applications. We abstracted the low-level OpenGL ES API calls into a suite of Material classes and a Camera class. We defined RenderObject for geometric entities, a Camera and Light components which inherit from a Component class. We defined a Transform class to organize and orient entities (which contain components) hierarchically in 3D space. All of this is integrated under the RenderBox class, which is instantiated and controlled in the MainActivity class, which, in turn, implements the IRenderBox interface. We complete the circle by specifying the MainActivity class as the implementer of IRenderBox and implementing setup, preDraw, and postDraw.

To develop the library, we followed much of what was covered in Chapter 3, Cardboard Box, with less explanation of how to use OpenGL ES and matrix libraries and more focus on implementing our RenderBox software architecture.

The resulting...