Specifications

brief contents
PART 1: GETTING STARTED
1 Meet the Oculus Rift
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ART 2: USING THE OCULUS C API
2 Creating Your First Rift Interactions
3 Pulling Data Out of the Rift: Working with the Head Tracker
4 Sending Output to the Rift: Working with the display
5 Putting it all Together: Integrating Head Tracking and 3D Rendering
6 Performance and quality
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ART 3: USING UNITY
7 Unity: Creating Applications That Run on the Rift
8 Unity: Tailoring Your Application for the Rift
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ART 4: THE VR USER EXPERIENCE
9 User Interface Design for Virtual Reality
10 Reducing Motion Sickness and Discomfort
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ART 5: ADVANCED RIFT INTEGRATIONS
11 Using the Rift with Java and Python
12 Case Study: A VR Shader Editor
13 Augmenting Virtual Reality
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PPENDICES
A Setting Up the Rift in a Development Environment
B Mathematics and software patterns for 3D graphics
C Suggested Books and Resources
D Glossary
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