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Mastering Oculus Rift Development

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

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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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

A simple breakdown of the rendering pipeline


Unsurprisingly, a lot goes into creating a virtual 3D world and then displaying it on a 2D screen. Unity obfuscates a lot of the low-level rendering process so we don't have to deal with it, but to master anything related to graphics it's important to have a fundamental understanding of what's happening behind the scenes.

Every step of the rendering process is handled within something called the rendering pipeline. In this section, we'll go over each step in detail so you can gain a full understanding of what graphics are.

Defining the geometry

The first part of rendering is collecting the objects to be rendered. Every object in a scene is a collection of vertices, or the points of the object's geometry, and indices, which define the faces between the points.

Every set of three indices defines a triangular face of the object. Triangles are handy for defining complex surfaces because each individual triangle can only exist on one plane, so several...

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