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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? FREE CHAPTER 2. Flatland and Beyond: VR Programming 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Sound


Sound in VR is actually pretty complicated. Our ears hear things differently to someone else's ear. Many VR systems do a simple "if it's on the right, it's louder to my right ear" stereo pan (stereo panning), but this isn't really the way that actual sound works. For VR, and the high frame rates that they require, just like our lighting effects skip doing full raytracing, this sound panning is okay.

More sophisticated VR systems would use something called a Head Related Transfer Function (HRTF). An HRTF is how sound changes when you tilt your head. In other words, how does sound "transfer" based on your head? Each person has their own HRTF; it takes into account the shape of their ears, the bone density in their heads, and the size and shape of their nose and mouth cavities. Our ears, coupled with the way we are raised, during which we train our brain, allows us to do amazing things with an HRTF. For example, humans can locate something in three dimensions by only hearing it from two...

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