Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

Arrow left icon
Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Summary


In this chapter, we started off by diving into how a renderer works at a low level in order to glean a deep understanding of what's possible with graphics programming. After looking at the details, pros and cons of the forward and deferred rendering method, we created a scene that took advantage of the deferred rendering method by rendering several real-time lights without an additional rendering pass per light.

After covering the technical breakdowns, we took a brief look at several techniques you can use to give the graphics in your game a more unique, polished appearance. We started with color grading, an image effect that colors all rendered pixels uniformly based on a modified color matrix.

Finally, we looked at the broadest area of graphics programming: shaders. Unlike screen-space effects, shaders are assigned to specific meshes in a scene and can render them based on a combination of internal geometric data and parameters like textures. We created a basic shader that handles...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image