VEĽKÝ VÝBER
Ponúkame milióny kníh v angličtine. Od beletrie až po tie najodbornejšie odborné.
ISBN | 9781484227091 |
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Autor | Neelakantam Srushtika |
Vydavatel | Apress |
Väzba | Paperback |
Rok vydania | 2017 |
Počet strán | 83 |
Chapter Goal: This chapter deals with the features of VR and web based VR and dives into topics such as why a developer should learn WebVR, why is it beneficial and easy to develop for web developers and finally about the various VR devices in the market.
No of pages: Around 10 Pages
Sub -Topics
- Details of VR and WebVR
- HTML5 and WebVR applications
- Devices available for VR in the marketChapter 2: Understanding the WebVR API and Frameworks
Chapter Goal: This chapter introduces WebVR API to the readers and walks them through the whole process of understanding the specifications of W3C. The readers will also learn about MozVR, various WebVR frameworks and the efforts made/being made by various browsers to support WebVR. By the end of this chapter, the user can relate with the things that were learned in the previous chapter.
No of pages: Around 10
Sub - Topics
- Introduction to WebVR API
- WebVR API Specifications
- Details about MozVR
- WebVR Frameworks available for Development
Chapter 3: Popular WebVR Projects and Setting Up Our VR LabChapter Goal: In this chapter the reader will learn about the popular WebVR projects available online to get inspired by them to build his own WebVR project. The user will also be informed of the various hardware and software requirements to continue with WebVR. By the end of this chapter, the reader will feel confident enough to start development of his first WebVR app in the next chapter.
No of pages: Around 15
Sub - Topics:
- Popular WebVR Projects and their making
- Hardware and Software Requirements for WebVR development
- Setting up the WebVR Lab
Chapter 4: Introduction to A Frame Chapter Goal: In this chapter, the reader will learn about the A Frame library for WebVR development, the various components and building blocks of A Frame, caching assets for better performance, applying textures to objects, controlling lighting and camera and running the applications on his laptop. This chapter will empower the user to make applications using WebVR. We will also be developing a basic Hello World WebVR application.
No of pages: Around 15
Sub - Topics:
- Introduction to A Frame Library- Components and building blocks of A Frame
- Caching assets to improve performance
- Using lights and camera objects
- Applying textures to objects to make them lively
- Developing a Hello World WebVR Application Chapter 5: Building a VR Based Content DisplayChapter Goal: In this chapter, we will be building a VR based content display application that displays the photos of a user in a virtual 3D environment. This chapter would also help the user to have an idea of how he should design his application or website so that it improves user's experience.
No of pages: Around 15
Sub - Topics:
- Designing layouts for application
- Making an intermediate WebVR based Application
- Running the application on Google Cardboard- Enhance the UI of app by making use of various components of A Frame
Chapter 6: Building Your Own VR Society
Chapter Goal: This chapter covers the building of a virtual housing society