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出版社:東南大學
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ISBN:9787564170806
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作者:(美)喬納森·林諾維斯
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頁數:259
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出版日期:2017-04-01
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印刷日期:2017-04-01
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包裝:平裝
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開本:16開
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版次:1
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印次:1
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字數:348千字
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虛擬現實是什麼?戴上頭置式顯示器,你會看到 立體化的3D場景,轉動頭部環顧周圍,然後使用手持 控制器或傳感器四下走動,你可以感受全方位的沉浸 式體驗。除此之外,Unity還是一個功能強大的遊戲 引擎,可以用於構建VR應用,為你的遊戲帶來煥然一 新的交互性。 喬納森·林諾維斯編著的《Unity虛擬現實項目( 影印版)(英文版)》將教授使用Unity進行虛擬現實開 發的方方面面。你將學會如何使用Unity開發特定設 備(如Oculus Rift和Google Cardboard)上的VR應 用,如何同虛擬世界打交道。本書借助生動有趣的項 目向你展示如何構建各種VR體驗。除此之外,你將通 過Unity編輯器和C#來深入學習Unity 3D遊戲引擎。 在本書最後,你將有能力使用Unity設計出內容 豐富的交互式虛擬現實體驗。
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Preface Chapter 1: Virtuall Eve th'm for Eve one What is virtual reality to you? Types of head-mounted displays Desktop VR Mobile VR The difference between virtual reality and augmented reality Applications versus games What this book covers Who are you? Types of VR experiences Technical skills that are important to VR Summary Chapter 2: Objects and Scale Getting started with Unity Starting a new Unity project The Unity editor The default world space Creating a simple diorama Adding a cube Adding a plane Adding a sphere and some material Changing the scene view Adding a photo Coloring the ground plane Measurement tools Keeping a unit cube handy Using a Grid Projector Measuring the Ethan character Importing from the Blender experiment An introduction to Blender A unit cube A UV Texture image Importing into Unity A few observations Summary Chapter 3: VR Build and Run VR device integration software Unity's built-in VR support The device-specific SDK The OSVR project WebVR 3D worlds Creating the MeMyselfEye prefab Build for the Oculus Rift Build for Google Cardboard The Android setup The iOS setup Installing the Cardboard Unity package Adding the camera The build settings The Play Mode Building and running in Android Building and running in iOS The device-independent clicker How virtual reality really works Stereoscopic 3D viewing Head tracking Summary Chapter 4: Gaze-based Control Ethan, the walker Artificially intelligent Ethan The Navmesh bakery A random walker in the town Interlude - a quick introduction to Unity programming The RandomPosition script "Zombie-ize" Ethan! Go where I'm looking The LookMoveTo script Adding a feedback cursor Observations If looks could kill The KillTarget script Adding particle effects Cleaning up Summary Chapter 5: World Space UI A reusable default canvas The visor HUD The reticle cursor The windshield HUD The game element UI The info bubble An in-game dashboard with input events Creating a dashboard with buttons Linking the water hose to the buttons Activating buttons from the script Look to highlight a button Looking and then clicking to select Looking and staring to select A responsive object UI with head gestures Using the head position Using head gestures Summary Chapter 6: First-person Character Understanding the Unity characters Unity components The Camera component The Rigidbody component The Character Controller component Unity Standard Assets ThirdPersonController AIThirdPersonController FirstPersonController RigidBodyFPSController Making a first person Move in the direction you're looking Keep your feet on the ground Don't pass through solid objects Don't fall off the edge of the world Stepping over small objects and handling uneven terrain Start and stop moving Using head gestures to start/stop User calibrations A character's height Real-life height of a player Recentering Maintaining a sense of self Head-body disconnect Head and body... ...And feet The body avatar Virtual David le nose Audio cues Locomotion, teleportation, and sensors Managing VR motion sickness Summary Chapter 7: Physics and the Environment Unity physics Bouncy balls Headshots Trampoline and brick A human trampoline Like a brick Like a character Interlude - environment and things Wispy Sky The planet Earth The corporate logo Blender Unity An elevator Jumping Summary Chapter 8: Walk-throughs and Rendering Building in Blender Walls Ceiling Assemble the scene in Unity The gallery room The artwork rig The exhibition plan Adding photos to the gallery An animated walk-through Unity's animation system Scripted animation Optimizing for performance and comfort Optimizing your implementation and content Simplify your models Using texture maps instead of complex meshes Limiting the objects to be drawn Lighting and shadow performance Optimizing your scripts Optimizing for the Unity rendering pipeline Life's a batch Multipass pixel filling Other rendering tips Optimizing for the target hardware and drivers Unity Profiler Summary Chapter 9: Using All 360 Degrees 360-degree media Crystal balls Magic orbs Panoramas Infographics Equirectangular projections Globes Photospheres Field of view- FOV Capturing a 360-degree media Summary Chapter 10: Social VR Metaverse Multiplayer networking Networking services The network architecture Local versus server The Unity networking system Setting up a simple scene Creating a scene environment Creating an avatar head Adding multiplayer networking Network Manager and HUD Network Identity and Transform Running as a host Adding spawn positions Running two instances of the game Associating avatar with the first-person character Adding multiplayer virtual reality The Oculus Rift players The Google Cardboard players Next steps Building and sharing a custom VRChat room Preparing and building the world Host the world Summary Chapter 11: What's Next? Index
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