Unreal for Mobile and Standalone VR - Hillmann, Cornel; - Prospero Internetes Könyváruház

Unreal for Mobile and Standalone VR: Create Professional VR Apps Without Coding
 
A termék adatai:

ISBN13:9781484243596
ISBN10:1484243595
Kötéstípus:Puhakötés
Terjedelem:324 oldal
Méret:235x155 mm
Súly:539 g
Nyelv:angol
Illusztrációk: 6 Illustrations, black & white; 209 Illustrations, color
36
Témakör:

Unreal for Mobile and Standalone VR

Create Professional VR Apps Without Coding
 
Kiadás sorszáma: 1st ed.
Kiadó: Apress
Megjelenés dátuma:
Kötetek száma: 1 pieces, Book
 
Normál ár:

Kiadói listaár:
EUR 64.19
Becsült forint ár:
27 903 Ft (26 574 Ft + 5% áfa)
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Az Ön ára:

22 322 (21 259 Ft + 5% áfa )
Kedvezmény(ek): 20% (kb. 5 581 Ft)
A kedvezmény érvényes eddig: 2024. december 31.
A kedvezmény csak az 'Értesítés a kedvenc témákról' hírlevelünk címzettjeinek rendeléseire érvényes.
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  példányt

 
Rövid leírás:

Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. 

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 forMobile 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.

Hosszú leírás:
Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds.

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.
                      Tartalomjegyzék:
                      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.