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    A Practical Introduction to Virtual Reality: From Concepts to Executables

    A Practical Introduction to Virtual Reality by Rebenitsch, Lori; Rebenitsch, Lisa; Loveland, Rohan;

    From Concepts to Executables

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      • Publisher's listprice EUR 69.95
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        29 672 Ft (28 259 Ft + 5% VAT)
      • Discount 10% (cc. 2 967 Ft off)
      • Discounted price 26 705 Ft (25 433 Ft + 5% VAT)

    29 672 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Morgan Kaufmann
    • Date of Publication 11 December 2024

    • ISBN 9780443140365
    • Binding Paperback
    • No. of pages350 pages
    • Size 234x190 mm
    • Weight 860 g
    • Language English
    • 670

    Categories

    Long description:

    A Practical Introduction to Virtual Reality: From Concepts to Executables is written for the undergraduate computer science student taking a course in virtual reality. This tutorial-based text is organized so that by the end of the semester students will have created their first VR game, including sound and various interactions. The materials are written from the position of the student and the student’s professor as opposed to the professional with prior graphics experience.

    Beginning with an introductory chapter covering the ten universal basics necessary for VR coding, the book moves on to such topics as putting together a VR set-up, creating Heads Up displays, building scene trees, learning how to import 3D models and animations, lighting and audio, and more, until by the end of the book, students will have a final project game ready for beta testing and publishing!

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    Table of Contents:

    0. Introduction
    1. Object-Oriented Programming in Virtual Reality
    2. Basic VR Objects and Interactions
    3. Transformations and Scene Trees
    4. Basic Physics
    5. Multiple System Interaction Frameworks
    6. VR Interactions
    7. Menus and HUDs
    8. Models and Animations
    9. Terrains
    10. Textures
    11. Walking and Navigation
    12. Lighting and Shaders
    13. 3D Sound
    14. Particle Systems
    15. AI
    16. Advanced Physics
    17. Joints
    18. Inverse Kinematics
    19. Usability Design and Publishing

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