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

An explanation of threading and virtual reality


OpenGL is not thread-safe. This sounds like a design flaw. In reality, it's more like a design requirement. You want your graphics API to draw frames as quickly and frequently as possible. As you may know, or will soon learn, waiting is something that threads end up doing a lot of the time. If you introduce multithreaded access to your graphics hardware, you introduce periods where the hardware might be waiting on the CPU simply to figure out its thread scheduling and who needs access at the time. It's much simpler and faster to say "only one thread may access the GPU." Technically speaking, as graphics APIs become more advanced (DirectX 12 and Vulkan), this is not strictly true, but we will not be getting into multithreaded rendering in this book.

Let's first take a step back and ask the question, "Why do we need to use threads?" To some of you who are more experienced application developers, the answer should be obvious. But not all programmers...