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About This E-Book
Title Page
Copyright Page
Contents
Preface
Who Should Read This Book?
How This Book Is Organized
Conventions Used in This Book
Why Blueprints?
Companion Website
Acknowledgments
About the Author
Part I: Getting Started
Chapter 1. Terminology and Best Practices
Terminology
Devices
Software
Unreal Engine
Best Practices
Summary
Chapter 2. Head Mounted Display Setup
Gear VR
Gear VR Project Setup
Gear VR Global Menu Setup
Gear VR Global Menu Progress Material
Rift and Vive
Rift and Vive Project Setup
Rift and Vive Tracking Origins
Summary
Chapter 3. Toolkit
Generic Function Library
Oculus Function Library
Steam VR Function Library
Summary
Part II: Recipes
Chapter 4. Trace Interaction
Understanding Trace Interaction
Understanding Interfaces
Setting Up Trace Interaction
Basic Project Setup
Interaction Interface Setup
Interaction Component
Interaction Pawn Setup
Setting Up a Basic Interactive Object
Summary
Exercises
Chapter 5. Teleportation
Setting Up Teleportation
Parabolic Tracing
Visualizing the Teleport
Visualization Material
Visualization Actor
Simple Teleportation Volume
Summary
Exercises
Chapter 6. Unreal Motion Graphics and 2D User Interfaces
Challenges with 2D UI in VR
History and Compatibility of UMG
Basic VR Menu
Menu Actor
Menu Pawn
Custom Menu Interaction
Implementing Custom Menu Interaction: Approach 1
Implementing Custom Menu Interaction: Approach 2
Summary
Exercises
Chapter 7. Character Inverse Kinematics
Introduction to Inverse Kinematics
Setting Up Head IK
Mirror Creation
IK Pawn
Head IK Animation Blueprint
Setting Up Hand IK
Adding Motion Controllers to Your Pawn
Hand IK Animation Blueprint
Summary
Exercises
Chapter 8. Motion Controller Interaction
Why Motion Controller Interaction Works
What to Look Out For: The Importance of Affordance
Shared Input of the Current Generation of Motion Controllers
Setting Up the World Interaction Project
Interacting with Objects
Creating the World Interaction Interface
Creating the Interactor Component
Adding Interaction to the Interaction Pawn
Creating the Interactive Objects
Creating an Interactive Static Mesh Actor
Creating an Interactive Button
Creating an Interactive Lever
Summary
Exercises
Chapter 9. VR Locomotion
Simulator Sickness
Locomotion Types
Natural
Teleportation
Vehicle
Physical
Artificial
Locomotion Implementation
First Person Template for Snap Turning
First Person Template for Running in Place
Summary
Exercises
Chapter 10. VR Optimization
Requirements of VR Rendering
Latency Mitigation
Performance Improvements
Forward versus Deferred
Instanced Stereo
Hidden Area Mesh Optimization
VR Project Settings
Summary
Exercises
Part III: Appendices
Appendix A. VR Editor
Enabling the VR Editor
Controlling the VR Editor
Navigating the World
Interacting with Objects
Interacting with Menus
Summary
Appendix B. Resources
Epic
Oculus
Valve
Google
Community
Physical Meetups
Conferences
Index
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Unreal® Engine VR Cookbook Developing Virtual Reality with UE4 Mitch McCaffrey Boston • Columbus • Indianapolis • New York • San Francisco • Amsterdam • Cape Town Dubai • London • Madrid • Milan • Munich • Paris • Montreal • Toronto • Delhi • Mexico City São Paulo • Sydney • Hong Kong • Seoul • Singapore • Taipei • Tokyo
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein. For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and content particular to your business, training goals, marketing focus, or branding interests), please contact our corporate sales department at corp-sales@pearsoned.com or (800) 382-3419. For government sales inquiries, please contact governmentsales@pearsoned.com. For questions about sales outside the U.S., please contact intlcs@pearson.com. Visit us on the Web: informit.com/aw Library of Congress Control Number: 2016958916 Copyright © 2017 Pearson Education, Inc. All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. For information regarding permissions, request forms and the appropriate contacts within the Pearson Education Global Rights & Permissions Department, please visit www.pearsoned.com/permissions/. The following are registered trademarks of Google: Android™, Daydream™, Google Cardboard™. Steam VR is a registered trademark of Valve Corporation. Oculus Rift is a registered trademark of Oculus VR, LLC. Samsung Gear VR is a registered trademark of Samsung Electronics Co., Ltd. PlayStation VR is a registered trademark of Sony Interactive Entertainment Inc. Unreal Engine is a registered trademark of Epic Games, Inc., in the United States of America and elsewhere. ISBN-13: 978-0-13-464917-7 ISBN-10: 0-13-464917-6 1 17 Editor-in-Chief Mark L. Taub Executive Editor Laura Lewin
Development Editor Sheri Replin Managing Editor Sandra Schroeder Full-Service Production Manager Julie B. Nahil Project Editor Anna Popick Copy Editor Barbara Wood Indexer Dick Evans Proofreader Anna Popick Technical Reviewers Luis Cataldi Jeff Wilson Clinton Crumpler Editorial Assistant Olivia Basegio Cover Designer Chuti Prasertsith Compositor The CIP Group
Praise for Unreal® Engine VR Cookbook “I’ve been a fan of Mitch’s work for quite some time. Back in early 2014, Mitch was exploring new locomotion mechanics in Unreal Engine for VR characters and sharing his findings, as well as numerous sample files, on the www.unrealengine.com forums in massive ongoing threads. Even in the early days of VR exploration, his work was helpful to many newcomers working to understand the issues of designing for a comfortable virtual experience. With his YouTube channel, Mitch’s VR Labs, he helped thousands of people understand the foundations of locomotion and interaction mechanics with clear and concise UE4 videos. I’m thrilled that he has taken the time to bring all his knowledge and experience in working with Unreal Engine and virtual reality to the Unreal® Engine VR Cookbook. With the current attention and appetite for understanding how best to work in the exciting medium of virtual reality with Unreal Engine, I think Mitch is uniquely qualified to share this book with the world.” —Luis Cataldi, Unreal Engine Education, Epic Games, Inc.
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