Creating augmented and virtual realities : theory and practice for next - generation spatial computing
Material type: TextPublication details: Mumbai : Shroff Publishers, ©2019Description: xxvi, 340 p. : ill. ; 24 cmISBN:- 9789352138104
- Creating augmented & virtual realities : theory & practice for next-generation spatial computing
- 006.8 23 PAN-C
- QA76.9.A94 C743 2019
Item type | Current library | Collection | Call number | Status | Date due | Barcode | Item holds | Course reserves |
---|---|---|---|---|---|---|---|---|
Books | IIITD Reference | Computer Science and Engineering | REF 006.8 PAN-C (Browse shelf(Opens below)) | Not for loan | 012074 | |||
Books | IIITD General Stacks | Computer Science and Engineering | 006.8 PAN-C (Browse shelf(Opens below)) | Available | 012075 |
Browsing IIITD shelves, Shelving location: General Stacks, Collection: Computer Science and Engineering Close shelf browser (Hides shelf browser)
006.7882 CWA-F Framework design guidelines : | 006.8 GRE-V Virtual reality | 006.8 MEA-V Virtual & augmented reality for dummies | 006.8 PAN-C Creating augmented and virtual realities : | 006.86 PER-H How to cheat in after effects | 020 JIN-S Suchana aur samaj | 025.0028 DE-R RFID in libraries: |
Includes bibliographical references and index.
Part I. Design and Art Across Digital Realities 1. How Humans Interact with Computers 2. Designing for Our Senses, Not Our Devices Part II. How eXtended Reality Is Changing Digital Art 3. Virtual Reality for Art 4. 3D Art Optimization Part III. Hardware, SLAM, Tracking 5. How the Computer Vision That Makes Augmented Reality Possible Works Part IV. Creating Cross-Platform Augmented Reality and Virtual Reality 6. Virtual Reality and Augmented Reality: Cross-Platform Theory 7. Virtual Reality Toolkit: Open Source Framework for the Community 8. Three Virtual Reality and Augmented Reality Development Best Practices Part V. Enhancing Data Representation: Data Visualization and Artificial Intelligence in Spatial Computing 9. Data and Machine Learning Visualization Design and Development in Spatial Computing 10. Character AI and Behaviors Part VI. Use Cases in Embodied Reality 11. The Virtual and Augmented Reality Health Technology Ecosystem 12. The Fan Experience: SportsXR 13. Virtual Reality Enterprise Training Use Cases
Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you'll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. --Publisher
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