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LFF525
2016-11-25 04:50:21
求助oculus rift 和 kinect结合怎样控制机器人的 有没有相应论文
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oculus
求助oculus rift 和 kinect结合怎样控制机器人的 有没有相应论文
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Oculus
Integration-
Oculus
VR开发插件-2022版本
此插件配套用于课程《VR开发核心基础》 更多开发课程,请关注网易云课堂-大徐VR课堂。 VR课堂直达地址: http://m.study.163.com/provider/480000002282025/index.htm?share=2&shareId=480000002282025 包含
Oculus
官方默认的手部模型和动画。 相关课程《VR开发核心基础》请通过如下传送门观看: https://space.bilibili.com/5411600/channel/collectiondetail?sid=1063706
Oculus
Mobile Development Documentation
Oculus
移动开发文档
Unity 2019.3 XR 新架构与新工具介绍
无论是VR方面与
Oculus
的合作,还是在HoloLens第一代雏形阶段的进入,自2014年开始我们就是XR领域的开拓者。时至今日,回首历程,我们学习了很多,也发现了很多。本着开发大众化、解决疑难问题和助力开发者成功的重要宗旨,Unity 2019.3启用全新的XR插件架构,从而能提供更多AR Foundation、XR Interaction Toolkit这样的多平台开发工具,更快帮助合作方更新,并且平台的支持也扩充得更广泛。本次课程会梳理Unity 2019.3 XR插件架构,介绍新型的XR工具。
Mastering.
Oculus
.Rift.Development.epub
Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the
Oculus
Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the
Oculus
SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the
Oculus
Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the
Oculus
Rift, and you’ll have everything you need to bring your ideas into a new reality. What You Will Learn Increase immersion with 3D audio and intuitive interfaces Create group VR experiences using multi-player networking Design fun and engaging mechanics that utilize VR principles Explore the best ways to navigate and interact using the
Oculus
Rift Design intuitive ways to navigate and interact with scenes in VR Add stunning realism to a scene with three-dimensional audio Invent mechanics and features that take full advantage of VR hardware Table of Contents Chapter 1. Exploring a New Reality with the
Oculus
Rift Chapter 2. Stepping into Virtual Reality Chapter 3. Improving Performance and Avoiding Discomfort Chapter 4. Interacting with Virtual Worlds Chapter 5. Establishing Presence Chapter 6. Adding Depth and Intuition to a User Interface Chapter 7. Hearing and Believing with 3D Audio Chapter 8. Adding Tone and Realism with Graphics Chapter 9. Bringing Players Together in VR Chapter 10. Publishing on the
Oculus
Store
Oculus
.Rift.in.Action.161729
Virtual reality has long been the domain of researchers and developers with access to specialized hardware and proprietary tools. With the appearance of the
Oculus
Rift VR headset, the game has changed. Using standard programming tools and the intuitive
Oculus
SDKs, you can deliver powerful immersive games, simulations, and other virtual experiences that finally nail the feeling of being in the middle of the action.
Oculus
Rift in Action teaches you how to create 3D games and other virtual reality experiences for the
Oculus
Rift. You'll explore the Rift hardware through examples of real applications using the
Oculus
SDK and both the
Oculus
C API and the Unity 3D graphics engine. Along the way, you'll get practical guidance on how to use the Rift's sensors to produce fluid VR experiences. Experience with C++, C#, or another OO language is assumed. Table of Contents Part 1 Getting started Chapter 1 Meet the
Oculus
Rift Part 2 Using the
Oculus
C API Chapter 2 Creating your first Rift interactions Chapter 3 Pulling data out of the Rift: working with the head tracker Chapter 4 Sending output to the Rift: working with the display Chapter 5 Putting it all together: integrating head tracking and 3D rendering Chapter 6 Performance and quality Part 3 Using Unity Chapter 7 Unity: creating applications that run on the Rift Chapter 8 Unity: tailoring your application for the Rift Part 4 The VR user experience Chapter 9 UI design for VR Chapter 10 Reducing motion sickness and discomfort Part 5 Advanced Rift integrations Chapter 11 Using the Rift with Java and Python Chapter 12 Case study: a VR shader editor Chapter 13 Augmenting virtual reality Appendix A Setting up the Rift in a development environment Appendix B Mathematics and software patterns for 3D graphics Appendix C Suggested books and resources Appendix D Glossary
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