Unreal for Mobile and Standalone VR
Apress (Verlag)
978-1-4842-4359-6 (ISBN)
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 world’s 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.
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.
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.
Erscheinungsdatum | 03.05.2019 |
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Zusatzinfo | 209 Illustrations, color; 6 Illustrations, black and white; XXVI, 324 p. 215 illus., 209 illus. in color. |
Verlagsort | Berkley |
Sprache | englisch |
Maße | 155 x 235 mm |
Themenwelt | Informatik ► Software Entwicklung ► Mobile- / App-Entwicklung |
Schlagworte | Blueprint Visual Scripting • Immersive Media • Mobile VR • Standalone VR • UE4 • unreal • Virtual Reality |
ISBN-10 | 1-4842-4359-5 / 1484243595 |
ISBN-13 | 978-1-4842-4359-6 / 9781484243596 |
Zustand | Neuware |
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