Augmented and virtual Reality
Augmented and virtual Reality (AR & VR) Course Overview
DAY 1: Unity Day
1.Course Overview – Experience VR and AR
2.Introduction:
- Introduction to AR
- Introduction to VR
- Difference between AR and VR
- Commercial aspects of AR and VR
- Developer View – Development Platforms
- Welcome to the Third Dimension
- Getting to grips with 3D
- Coordinates
- Local space versus World space
- Vectors
- Cameras
- Polygons, edges, vertices, and meshes
- Materials, Textures, and Shaders
- Rigid Body physics
- Collision detection
- Essential Unity concepts
- The Unity way
- Assets
- Scenes
- Game Objects
- Components
- Scripts
- Prefabs
- The interface
- The Scene window and Hierarchy
- The Inspector
- The Project window
- The Game window
- Working with inspector
- Scripting Basics
- Javascript Vs. C#
- Measurement tools
- Keeping a unit cube handy
- Using a Grid Projector
- Measuring the Ethan character
- The Canvas
- Rect Transform
- Image, Text, Rendering and effect.
- Input, Selectable, Navigation and Transitions
- Scrolls and Masks
- Automatic Layout Groups
- AR Basics
- AR SDKs Capabilities
- AR SDK Comparison
- AR – Vuforia Overview
- AR – Unity Basics (with GVR)
- AR - the Mixed Reality way
- Vuforia Overview
- Image Target
- VuMark
- Multi-Targets
- Cylinder Targets
- Frame Markers
- Text Recognition
- Object Recognition
- Object Target
- Virtual Buttons
- Cloud Recognition Service
- Building AR Applications
- Vuforia License overview
- Vuforia Studio Overview
- Vuforia – Android SDK Overview
- Vuforia – iOS SDK Overview
- Types of VR Experiences
- 360 Degree Content Development
- Still Content
- Live Action Videos
- Photogrammetry Overview
- Editing 360 content with Adobe Photoshop and After Effects
- 360 Live Action – Good Practices
- 360 Content and Unity
- Easy Movie Texture
- UV Sphere
- Playing Logic
- VR Build and Run
- VR device integration software
- Unity's built-in VR support
- ii. The device-specific SDK
- 3D worlds
- Creating the MeMyselfEye prefab
- Build for the HTC Vive
- Build for Google VR
- The device-independent clicker
- f. How virtual reality really works
- Gaze Based Control
- Ethan, the walker
- Artificially intelligent Ethan
- The Navmesh bakery
- A random walker in the town
- The RandomPosition script
- "Zombie-ize" Ethan!
- Go where I'm looking
- Artificially intelligent Ethan
- The LookMoveTo script
- Adding a feedback cursor
- Observations
- Ethan, the walker
- If looks could kill
- The KillTarget script
- Adding particle effects
- Cleaning up
- World Space UI
- A reusable default canvas
- The visor HUD
- The reticle cursor
- The windshield HUD
- The game element UI
- The info bubble
- An in-game dashboard with input events
- A responsive object UI with head gestures
- First Person Character
- Understanding the Unity Characters
- Making a First Person
- User Calibrations
- Maintaining a sense of self
- Locomotion, teleportation and sensors
- Managing VR Motion Sickness
- Making a Combo application – VR and AR
- Question and Answers