Two things make this subject awkward to read into. The first is obsolescence: any book that describes headsets, tracking hardware or SDKs is dated within a few years of publication, and readers who start with the most recent title often get the shortest-lived material. The second is that the durable content is not about hardware at all. It is about human perception — latency and sickness, depth cues, presence, the limits of hand tracking — and that content has held up for thirty years.
So read for principles first and treat every specific product mentioned as an example rather than a state of the art. The path below also separates VR from AR deliberately: they share a display lineage and almost nothing else in their registration, tracking and interaction problems.
Where the field came from and what it does to people
Dawn of the new everything by Jaron Lanier is memoir and manifesto from someone who was building this in the 1980s and named a good deal of it. It is idiosyncratic, and it conveys better than any textbook why anyone thought this was worth decades of work.
Experience on demand by Jeremy Bailenson reports two decades of Stanford laboratory work on what immersive media does to people — empathy, training transfer, embodiment, and the risks. Bailenson is careful about effect sizes and about the difference between a laboratory result and a claim, and several of the findings he describes are the subject of continuing research rather than settled conclusions.
The Metaverse by Matthew Ball is the business and infrastructure argument: standards, interoperability, compute, payments. It is a strategic thesis written near the peak of the term's popularity, and it is worth reading as a well-argued position rather than a forecast that has been borne out. Read it for the infrastructure chapters, which have aged better than the framing.
Designing for the medium
VR Book, by Jason Jerald and published as The VR Book, is the central text on this path: perception, comfort, sickness, interaction patterns and design guidelines, grounded in research rather than in one studio's house style. If you read one technical book here, read this one.
3D User Interfaces by Doug A. Bowman, with Ernst Kruijff, Joseph LaViola and Ivan Poupyrev, is the reference on the interaction problem itself — selection, manipulation, travel, wayfinding, symbolic input. It predates consumer headsets and is more useful than most books written after them, because the taxonomy has not needed replacing.
Understanding virtual reality by William R. Sherman, written with Alan Craig, is the broad survey covering displays, tracking, rendering and applications. Sections of it are historical now, and it remains the most complete single overview of what the pieces are.
The augmented reality side
Augmented human by Helen Papagiannis is the short, design-led introduction, strongest on what AR is for rather than how it is built.
Practical Augmented Reality by Steve Aukstakalnis is the systems survey: optics, displays, sensors, audio, and human factors, with more attention to hardware than the rest of this list. Augmented Reality by Dieter Schmalstieg, written with Tobias Hollerer, is the graduate textbook and the rigorous one — calibration, registration, tracking, and the computer vision underneath. It is the book to read if you intend to build rather than to specify.
The technical foundations
Virtual Reality by Steven M. LaValle is the modern mathematical treatment: geometry of virtual worlds, perception, tracking, rendering pipelines and motion sickness, and the author has long made it available online alongside his course. It is the best free technical resource in the field.
Virtual reality technology by Grigore C. Burdea, written with Philippe Coiffet, closes the path on hardware — input devices, haptics, displays and the systems integration around them. The specific devices are historical; the treatment of the design constraints is not.
If the rendering and compute side is what draws you, computer architecture is the natural next hub.
Follow the full ordered path here: How to Learn Virtual and Augmented Reality from Books, in Order.