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Unreal Engine 4 Virtual Reality Projects


Unreal Engine 4 Virtual Reality Projects
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Unreal Engine 4 Virtual Reality Projects


Unreal Engine 4 Virtual Reality Projects
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Author : Kevin Mack
language : en
Publisher: Packt Publishing Ltd
Release Date : 2019-04-30

Unreal Engine 4 Virtual Reality Projects written by Kevin Mack and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-30 with Computers categories.


Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more Key Features Learn about effective VR design and develop virtual reality games and applications for every VR platform Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players Learn about multiplayer networking and how to extend the engine using plugins and asset packs Book DescriptionUnreal Engine 4 is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR.What you will learn Understand design principles and concepts for building VR applications Set up your development environment with Unreal Blueprints and C++ Create a player character with several locomotion schemes Evaluate and solve performance problems in VR to maintain high frame rates Display mono and stereo videos in VR Extend Unreal Engine s capabilities using various plugins Who this book is for This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.



Unreal Engine Virtual Reality Quick Start Guide


Unreal Engine Virtual Reality Quick Start Guide
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Author : Jessica Plowman
language : en
Publisher: Packt Publishing Ltd
Release Date : 2019-02-27

Unreal Engine Virtual Reality Quick Start Guide written by Jessica Plowman and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-27 with Computers categories.


Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.



Unreal Engine Vr Cookbook


Unreal Engine Vr Cookbook
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Author : Mitch McCaffrey
language : en
Publisher: Game Design
Release Date : 2017

Unreal Engine Vr Cookbook written by Mitch McCaffrey and has been published by Game Design this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Augmented reality categories.


Understand basic VR concepts and terminology -- Implement VR logic with Blueprint visual scripting -- Create basic VR projects with Oculus Rift, HTC Vive, Gear VR, Google VR, PSVR, and other environments -- Recognize and manage differences between seated and standing VR experiences -- Set up trace interactions and teleportation -- Work with UMG and 2D UIs Implement character inverse kinematics (IK) for head and hands -- Define effective motion controller interaction Help users avoid motion sickness -- Optimize VR applications -- Explore the VR editor, community resources, and more.



Unreal Engine 4 Shaders And Effects Cookbook


Unreal Engine 4 Shaders And Effects Cookbook
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Author : Brais Brenlla Ramos
language : en
Publisher: Packt Publishing Ltd
Release Date : 2019-05-27

Unreal Engine 4 Shaders And Effects Cookbook written by Brais Brenlla Ramos and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-27 with Computers categories.


Build optimized, efficient, and real-time applications that are production-ready using Unreal Engine s Material Editor Key Features Create stunning visual effects for 3D games and high-quality graphics Design efficient Shaders for mobile platforms without sacrificing their realism Discover what goes into the structure of Shaders and why lighting works the way it does Book DescriptionUnreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how!What you will learn Master Unreal Engine s rendering pipeline for developing real-time graphics Use physically based rendering (PBR) for building materials and lighting solutions Build optimized materials for games targeting multiple platforms Understand Unreal Engine s node and functions for creating desirable effects Design and build production-ready shaders Explore Unreal Engine s Material Editor for building complex materials and textures Who this book is for This book is for developers who want to create their first Shaders in Unreal Engine 4 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unreal is required to get the most from this book.



Vr Integrated Heritage Recreation


Vr Integrated Heritage Recreation
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Author : Abhishek Kumar
language : en
Publisher: Apress
Release Date : 2020-07-26

Vr Integrated Heritage Recreation written by Abhishek Kumar and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-07-26 with Computers categories.


Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create. You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines, you can digitally recreate historical settings for games. What You Will Learn Create high-quality, optimized models suitable for any 3D game engine Master the techniques of texturing assets using Substance Painter and Quixel Megascans Keep assets historically accurate Integrate assets with the game engine Create visualizations with Unreal Engine 4 Who Is This Book For Game developers with some experience who are eager to get into VR-based games



Human Interaction Emerging Technologies Ihiet 2023 Artificial Intelligence Future Applications


Human Interaction Emerging Technologies Ihiet 2023 Artificial Intelligence Future Applications
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Author : Tareq Ahram and Redha Taiar
language : en
Publisher: AHFE International
Release Date : 2023-08-22

Human Interaction Emerging Technologies Ihiet 2023 Artificial Intelligence Future Applications written by Tareq Ahram and Redha Taiar and has been published by AHFE International this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-22 with Technology & Engineering categories.


Proceedings of the 10th International Conference on Human Interaction and Emerging Technologies, IHIET 2023, August 22-24, 2023, Université Côte d'Azur, Nice, France.



Unreal Engine 4 Game Development Quick Start Guide


Unreal Engine 4 Game Development Quick Start Guide
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Author : Rachel Cordone
language : en
Publisher: Packt Publishing Ltd
Release Date : 2019-05-31

Unreal Engine 4 Game Development Quick Start Guide written by Rachel Cordone and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-31 with Computers categories.


Learn how to use Unreal Engine 4 by building 3D and multiplayer games using Blueprints Key FeaturesLearn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer gamesBuild dynamic game elements using Animation Blueprints and Behavior TreesBook Description Unreal Engine is a popular game engine for developers to build high-end 2D and 3D games. This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4. What you will learnUse project templates to give your game a head startCreate custom Blueprints and C++ classes and extend from Epic's base classesUse UMG to create menus and HUDs for your gameCreate more dynamic characters using Animation BlueprintsLearn how to create complex AI with Behavior TreesUse replication to create multiplayer gamesOptimize, test, and deploy a UE4 projectWho this book is for Readers who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.



Sustainable Production Through Advanced Manufacturing Intelligent Automation And Work Integrated Learning


Sustainable Production Through Advanced Manufacturing Intelligent Automation And Work Integrated Learning
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Author : J. Andersson
language : en
Publisher: IOS Press
Release Date : 2024-05-07

Sustainable Production Through Advanced Manufacturing Intelligent Automation And Work Integrated Learning written by J. Andersson and has been published by IOS Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-07 with Technology & Engineering categories.


Collaboration between those working in product development and production is essential for successful product realization. The Swedish Production Academy (SPA) was founded in 2006 with the aim of driving and developing production research and higher education in Sweden, and increasing national cooperation in research and education within the area of production. This book presents the proceedings of SPS2024, the 11th Swedish Production Symposium, held from 23 to 26 April 2024 in Trollhättan, Sweden. The conference provided a platform for SPA members, as well as for professionals from industry and academia interested in production research and education from around the world, to share insights and ideas. The title and overarching theme of SPS2024 was Sustainable Production through Advanced Manufacturing, Intelligent Automation and Work Integrated Learning, and the conference emphasized stakeholder value, the societal role of industry, worker wellbeing, and environmental sustainability, in alignment with the European Commission's vision for the future of manufacturing. The 59 papers included here were accepted for publication and presentation at the symposium after a thorough review process. They are divided into 6 sections reflecting the thematic areas of the conference, which were: sustainable manufacturing, smart production and automation, digitalization for efficient product realization, circular production, industrial transformation for sustainability, and the integration of education and research. Highlighting the latest developments and advances in automation and sustainable production, the book will be of interest to all those working in the field.



Creating Games With Unreal Engine Substance Painter Maya


Creating Games With Unreal Engine Substance Painter Maya
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Author : Kassandra Arevalo
language : en
Publisher: CRC Press
Release Date : 2021-01-12

Creating Games With Unreal Engine Substance Painter Maya written by Kassandra Arevalo and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-12 with Computers categories.


Description: This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Maya, Substance Painter, and Unreal Engine. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. Then, the book covers rigging and animation solutions to create assets to be placed in the game including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. • Written by industry professionals with real-world experience in building assets and games. • Build a complete game from start to finish. • Learn what the pros use: construct all assets using the tools used at industries across the world. • All software used are free to students. • When complete, students will have a playable version of an FPS game. Jing Tian Li is a graduate of China’s Central Academy of Fine Arts and New York’s School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel’s Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas.



Virtual And Augmented Reality Vr Ar


Virtual And Augmented Reality Vr Ar
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Author : Ralf Doerner
language : en
Publisher: Springer Nature
Release Date : 2022-01-12

Virtual And Augmented Reality Vr Ar written by Ralf Doerner and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-12 with Computers categories.


This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.