Read Pre-Release Chapters on Safari
27 March, 2019 | By Author
Read chapters by Timoni West, Steve Lukas, and Rosstin Murphy online here.
Read MoreDespite 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.
Buy NowBook Parts
Design and Art Across Digital realities.
How eXtended reality is Changing Digital Art.
Hardware, SLAM, Tracking
Creating Cross Platform AR and VR.
Enhancing Data Representation: Data Visualization and AI in Spatial Computing.
Use Cases in Embodied Reality
List of chapters
Art and Design
How Humans Interact with Computers by Timoni West I Head of Research, Unity Pre-Release Chapter on Safari here.
Designing for Our Senses, Not Our Devices by Silka Miesnieks I Head of Emerging Design, Adobe
Virtual Reality for Art by Tipatat Chennavasin, General Partner, the VR Fund, Tiltbrush Artist in Residence
3D Art Optimization by Jazmin Cano User Engagement Manager, High Fidelity
Technical
Hardware, SLAM, Tracking
How Computer Vision Makes AR Possible by 6D.AI co-founder and CEO Matt Miesnieks and co-founder and Chief Scientist Professor Victor Prisacariu
Creating Cross Platform AR and VR by Steve Lukas, O'Reilly Co-Editor, Co-Founder, Across Realities
VR Toolkit: Open Source Framework for the Community by Harvey Ball (The Stone Fox) and Clorama Dorvilias, VRTK Founder and VRTK Developer Advocate
3 VR Development Best Practices by Vasanth Mohan, O'Reilly Co-Editor, Founder, FusedVR
Use Cases in Embodied Reality
Enhancing Data Representation in Spatial computing
Data and Machine Learning Visualization in Spatial Computing by Erin Pangilinan, O'Reilly Lead Co-Editor, USF Data Institute Deep Learning Fellow
Character AI and Behaviors by Nicolas Meuleau and Arthur Juliani, Unity, Head of AI Research and Senior Software Engineering
The Fan Experience: SportsXR by Marc Rowley, Founder and CEO, Live CGI
The VR and AR Healthtech Ecosystem by Dilan Shah, Founder and CEO of YUR Inc.
VR Enterprise Training Cases by Rosstin Murphy, STRIVR, Software Engineer and Prototyper
“It is rare to find in one volume such a wide range of topics ranging from women in AI, to the latest computer vision tracking systems, to how to bake optimized 3D forms without n-gons, to the dream of the “AR cloud,” to autonomous behaviors in virtual characters, to applications in the sports and healthcare industry, and to realizing vastly improved ways to take employee training to a new level for the enterprise. Both the breadth and the depth of the work shared by the technologists and artists of this movement indicate that the remaining runway for XR is just as vast as the expansive realities that they’ve only just started to unlock for humankind.”
“Creating Augmented and Virtual Realities will help you navigate this developing landscape through foundational concepts and some of the most compelling immersive applications. It will connect you to some of the most bleeding edge technologies and guide you on a cross-disciplinary learning journey”
“The broad collection of techniques and technologies you read about in this book are here to stay, though over time, the alphabet soup of acronyms will likely be absorbed into a set of core system capabilities that we all take for granted, much the way we do today with developing for web or mobile. At that point, the vexing VR/AR/MR distinction will be a thing of the past, and we’ll all have a common, colloquial term for it. (Who knows? Maybe we’ll be calling it mirrorworld.) Till then, this book was a great place to start. Hopefully it can serve as a guidebook for years to come as you embark on your journey.”