Unreal for Mobile and Standalone VR (häftad)
Fler böcker inom
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
324
Utgivningsdatum
2019-04-13
Upplaga
1st ed.
Förlag
APress
Illustratör/Fotograf
Bibliographie 20 schwarz-weiße Abbildungen
Illustrationer
209 Illustrations, color; 6 Illustrations, black and white; XXVI, 324 p. 215 illus., 209 illus. in c
Dimensioner
234 x 156 x 19 mm
Vikt
495 g
Antal komponenter
1
Komponenter
1 Paperback / softback
ISBN
9781484243596

Unreal for Mobile and Standalone VR

Create Professional VR Apps Without Coding

Häftad,  Engelska, 2019-04-13
626
  • Skickas från oss inom 3-6 vardagar.
  • Fri frakt över 249 kr för privatkunder i Sverige.
Finns även som
Visa alla 1 format & utgåvor
Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds. Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the worlds most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years. With Unreal's powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education. What You'll Learn Explore the VR ecosystem, including history, recent trends and future outlook Review tool set, graphics and animation pipeline (Blender, Zbrush, Substance Painter and others) Examine graphics optimization techniques Set up a project and the target platform Design interaction with Unreal blueprints Deployments, testing, further optimization Who This Book Is For Multimedia designers, CG artists, producers, app developers. No coding experience is required.
Visa hela texten

Passar bra ihop

  1. Unreal for Mobile and Standalone VR
  2. +
  3. Digital Minimalism

De som köpt den här boken har ofta också köpt Digital Minimalism av Cal Newport (häftad).

Köp båda 2 för 754 kr

Kundrecensioner

Har du läst boken? Sätt ditt betyg »

Fler böcker av Cornel Hillmann

  • UX for XR

    Cornel Hillmann

    Extending traditional digital platforms to the new frontier of extended reality (XR) requires taking into account what best practices, new concepts, and conventions have been established and what learnings can be brought forward from case studies ...

Övrig information

Cornel Hillmann is a CG artist, virtual reality developer and entrepreneur. Cornel began his career as an art director in Los Angeles after receiving a diploma in computer graphics from Platt College, Alhambra, California. He then launched the companies CNT Media GmbH in Hamburg, Germany, and Emerging Entertainment Pte. Ltd. in Singapore. Cornel also produced the DVD lineup of cgartist.com, which originally started as an artist boot camp and is now his home base for VR- and CG-related projects. Over the last years Cornel has lectured on the subjects of character animation, design and virtual reality and often contributes to interactive media-related events as a panel member or speaker. Cornel is currently leveraging his skills and experience in CG and media design to develop VR projects.

Innehållsförteckning

Chapter 1. The VR ecosystem and What to Expect in the Years to Come.- Chapter 2. VR Production Tools, Workflow and Pipeline.- Chapter 3. Before You Start.- Chapter 4.Unreal for VR: Basic Ingredients for an Oculus Go Project Set-Up.- Chapter 5. Comparing the Gear GV, Oculus Go and Oculus Guest.- Chapter 6. Creating an Interactive VR Presentation.- Chapter 7. An Introduction to Creating VR Game Mechanics.- Chapter 8. Performance, Profiling and Optimizations.- Chapter 9. Conclusion and Resources.