WebARonTango | provide Augmented Reality capabilities to the web | Augmented Reality library

 by   google-ar C++ Version: Current License: Apache-2.0

kandi X-RAY | WebARonTango Summary

kandi X-RAY | WebARonTango Summary

WebARonTango is a C++ library typically used in Virtual Reality, Augmented Reality applications. WebARonTango has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Note: This is not an official Google product. Nor is it a fully-featured web browser. Nor are the enabling JavaScript APIs standards, or on the standardization path. WebARonARTango is only meant to enable developer experimentation. All of the prototypes are build on top of the WebVR 1.1 spec and for the basic AR capabilities (motion tracking, camera feed rendering and hit testing) they all share a common workflow. However, WebARonTango exposes some additional functionalities and lacks others compared to the ARCore and ARKit based projects.
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              WebARonTango has a low active ecosystem.
              It has 382 star(s) with 51 fork(s). There are 59 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 9 open issues and 13 have been closed. On average issues are closed in 16 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of WebARonTango is current.

            kandi-Quality Quality

              WebARonTango has no bugs reported.

            kandi-Security Security

              WebARonTango has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              WebARonTango is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              WebARonTango releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            WebARonTango Key Features

            No Key Features are available at this moment for WebARonTango.

            WebARonTango Examples and Code Snippets

            No Code Snippets are available at this moment for WebARonTango.

            Community Discussions

            QUESTION

            RealityKit app and lower iOS deployment target
            Asked 2022-Mar-10 at 15:04

            I have an iOS app with deployment target iOS 10+, I need to add some features that depend only on RealityKit to appear with users whom their iOS version is 13+, the app compiles and runs successfully on real device but the problem is when archiving for upload to AppStore it generates a Swift file and says:

            ...

            ANSWER

            Answered 2022-Mar-10 at 15:04
            Firstly :

            Do not include Reality Composer's .rcproject files in your archive for distribution. .rcproject bundles contain the code with iOS 13.0+ classes, structs and enums. Instead, supply your project with USDZ files.

            Secondly :

            To allow iOS 13+ users to use RealityKit features, but still allow non-AR users to run this app starting from iOS 10.0, use the following code:

            Source https://stackoverflow.com/questions/71000365

            QUESTION

            How to use RealityKit's image AnchorEntity in SwiftUI?
            Asked 2022-Jan-08 at 20:36

            I want to use RealityKit's AnchorEntity initialized with an Anchoring Component Target of type Image. Here is what I am trying to do:

            ...

            ANSWER

            Answered 2022-Jan-08 at 20:36

            You can use AnchorEntity(.image(...)) in SwiftUI almost the same way as you used it in UIKit. At first click Assets.xcassets in Project Navigator pane and create AR Resources folder. Drag your image there. Setup its physical size in Inspector. Then copy/paste the code:

            Source https://stackoverflow.com/questions/70634542

            QUESTION

            Augmented Reality – Lighting Real-World objects with Virtual light
            Asked 2021-Dec-16 at 17:25

            Is it possible to import a virtual lamp object into the AR scene, that projects a light cone, which illuminates the surrounding space in the room and the real objects in it, e.g. a table, floor, walls?

            For ARKit, I found this SO post.

            For ARCore, there is an example of relighting technique. And this source code.

            I have also been suggested that post-processing can be used to brighten the whole scene.

            However, these examples are from a while ago and perhaps threre is a newer or a more straight forward solution to this problem?

            ...

            ANSWER

            Answered 2021-Dec-16 at 17:25

            At the low level, RealityKit is only responsible for rendering virtual objects and overlaying them on top of the camera frame. If you want to illuminate the real scene, you need to post-process the camera frame.

            Here are some tutorials on how to do post-processing: Tutorial1⃣️ Tutorial2⃣️

            If all you need is an effect like This , then all you need to do is add a CGImage-based post-processing effect for the virtual object (lights).

            More specifically, add a bloom filter to the rendered image(You can also simulate bloom filters with Gaussian blur).

            In this way, the code is all around UIImage and CGImage, so it's pretty simple😎

            If you want to be more realistic, consider using the depth map provided by LiDAR to calculate which areas can be illuminated for a more detailed brightness.

            Or If you're a true explorer, you can use Metal to create a real world Digital Twin point cloud in real time to simulate occlusion of light.

            Source https://stackoverflow.com/questions/70348881

            QUESTION

            How to show image from gallery in realitykit?
            Asked 2021-Dec-12 at 08:44

            I want to show image from gallery. i am loading the image using imagePicker.

            ...

            ANSWER

            Answered 2021-Dec-12 at 08:44

            Try this. Take into consideration, a tint color is multiplied by an image – so, if tint's RGBA = [1,1,1,1], a result of multiplication will be an image itself (without tinting)...

            Source https://stackoverflow.com/questions/70321744

            QUESTION

            How to fix AR connected issue in my device?
            Asked 2021-Nov-23 at 13:58

            I am developing a website related to Augmented Reality. But my mobile phone (Samsung Galaxy M02S) is not supported AR. When I try to install ARcore, google play store show an error.

            So I installed ARcore using apk and now this app was installed. After that, I checked my mobile phone AR was supported or not. The below notification was shown when I try to see AR.

            How I fix this issue and have any other way to install ARcore into my phone?

            ...

            ANSWER

            Answered 2021-Nov-23 at 13:58

            AR Core requires some specific hardware to work. You can check the list of supported devices here. No amount of side loading will help because this is a hardware requirement issue. Moreover AR Core is under active development even if you somehow install a version that might work that version will soon be deprecated and you will start getting the popup saying you need to update.

            Kindly use a device that is part of supported list or an Emulator that supports this. IMHO it is best to develop using a device that has support from AR Core team.

            Source https://stackoverflow.com/questions/70081990

            QUESTION

            SCNKit: Hit test doesn't hit node's dynamically modified geometry
            Asked 2021-Aug-15 at 08:41

            I'm facing an issue where SCNView.hitTest does not detect hits against geometry that I'm modifying dynamically on the cpu.

            Here's the overview: I have a node that uses an SCNGeometry created from a MTLBuffer of vertices:

            ...

            ANSWER

            Answered 2021-Aug-13 at 15:46

            When you perform a hit-test search, SceneKit looks for SCNGeometry objects along the ray you specify. For each intersection between the ray and a geometry, SceneKit creates a hit-test result to provide information about both the SCNNode object containing the geometry and the location of the intersection on the geometry’s surface.

            The problem in your case is that when you modify the buffer’s contents (MTLBuffer) at render time, SceneKit does not know about it, and therefore cannot update SCNGeometry object which is used for performing hit-test.

            So the only way I can see to solve this issue is to recreate your SCNGeometry object.

            Source https://stackoverflow.com/questions/68723000

            QUESTION

            Error in displaying reality file from network
            Asked 2021-Jul-26 at 06:44

            I am trying to display a reality file created using Reality Composer. The below code works for usdz but not for reality. Here is my code

            ...

            ANSWER

            Answered 2021-Jul-26 at 06:44

            Uploading a .reality model from web works fine. You can easily check this in Xcode Simulator:

            Source https://stackoverflow.com/questions/68517968

            QUESTION

            Camera Intrinsics Resolution vs Real Screen Resolution
            Asked 2021-May-28 at 13:28

            I am writing an ARKit app where I need to use camera poses and intrinsics for 3D reconstruction.

            The camera Intrinsics matrix returned by ARKit seems to be using a different image resolution than mobile screen resolution. Below is one example of this issue

            Intrinsics matrix returned by ARKit is :

            [[1569.249512, 0, 931.3638306],[0, 1569.249512, 723.3305664],[0, 0, 1]]

            whereas input image resolution is 750 (width) x 1182 (height). In this case, the principal point seems to be out of the image which cannot be possible. It should ideally be close to the image center. So above intrinsic matrix might be using image resolution of 1920 (width) x 1440 (height) returned that is completely different than the original image resolution.

            The questions are:

            • Whether the returned camera intrinsics belong to 1920x1440 image resolution?
            • If yes, how can I get the intrinsics matrix representing original image resolution i.e. 750x1182?
            ...

            ANSWER

            Answered 2021-May-28 at 13:28
            Intrinsics 3x3 matrix

            Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:

            • fx and fy is a Focal Length in pixels
            • xO and yO is a Principal Point Offset in pixels
            • s is an Axis Skew

            According to Apple Documentation:

            The values fx and fy are the pixel focal length, and are identical for square pixels. The values ox and oy are the offsets of the principal point from the top-left corner of the image frame. All values are expressed in pixels.

            So you let's examine what your data is:

            Source https://stackoverflow.com/questions/66893907

            QUESTION

            Adding multiple SCNNode(s) at the same time
            Asked 2021-May-21 at 04:36

            I have this function named addShapes. I want it to create 3 shapes

            ...

            ANSWER

            Answered 2021-May-21 at 04:36

            Your code works fine (a position was a problem):

            Source https://stackoverflow.com/questions/67629296

            QUESTION

            ARMeshAnchor – SceneKit SCNView Renderer EXC_BAD_ACCESS
            Asked 2021-Apr-21 at 00:26

            Im converting the ARMeshAnchor data to mesh using SCNGeometrySource which it works fine but sometimes 3/10 I will get a bad_access from SceneKit renderer.

            [![enter image description here][1]][1]

            ...

            ANSWER

            Answered 2021-Feb-07 at 11:58

            It occurs because ARMeshAnchors constantly update their data as ARKit refines its understanding of the real world. All ARMeshAnchors are dynamic anchors. However their mesh's subsequent changes are not intended to reflect in real time.

            If you want to duplicate your ARMeshAnchors collection use the following code:

            Source https://stackoverflow.com/questions/66070916

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install WebARonTango

            In order to test this prototype browser, you will need a Tango enabled device. Tango is a hardware and software specification from Google to enable AR on mobile devices. Tango enabled devices include a wide field of view (FOV) camera and an infrared camera on top of the reguar RGB camera to provide advanced AR and real world understanding capabilities. Check out the Supported Devices section for futher information.
            Visit this link from a web browser on your Android device to download and install the WebARonTango APK.
            Download the WebARonTango APK.
            Install the APK to your device: $ adb install -r /path/to/WebARonTango.apk
            Linux machine
            GIT
            Python
            Open a terminal window
            Clone this repo in a folder like "WebARonTango" and remember its location as we will use it in step 8 below: $ git clone https://github.com/google-ar/WebARonTango.git
            Install depot_tools. You can follow this tutorial or simply follow these 2 steps:
            git clone https://chromium.googlesource.com/chromium/tools/depot_tools.git
            export PATH=$PATH:/path/to/depot_tools
            Create a folder to contain chromium and move to it: $ mkdir ~/chromium && cd ~/chromium
            Checkout the Chromium repo: ~/chromium$ fetch --nohooks android. Note: This process may take a long time (an hour?)
            Enter the src folder: $ cd src.
            Create a new branch from a specific tag: $ git checkout -b webarontango_57.0.2987.5 57.0.2987.5
            Copy the content from the src folder in the cloned WebARonTango in step 1: $ cp -r PATH/TO/WEBARONTANGO/chromium/src/* .
            Synchronize the dependencies with this command: ~/chromium/src$ gclient sync --disable-syntax-validation. Note: This process may take some time too.
            Create a folder where to make the final product compilation: ~/chromium/src$ mkdir -p out/build.
            Create and edit a new file out/build/args.gn. Copy and paste the following content in the args.gn file:
            Prepare to build: ~/chromium/src$ gn args out/build. Note: once the command is executed, the vi editor will show you the content of the args.gn file just edited a few steps before. Just exit by pressing ESC and typing colon and x.
            Install the build dependencies: ~/chromium/src$ build/install-build-deps-android.sh
            Synchronize the resources once again: ~/chromium/src$ gclient sync --disable-syntax-validation
            Setup the environment: ~/chromium/src$ . build/android/envsetup.sh
            The current implementation of WebAR is built on top of the Chromium WebView flavor. This has some implementation advantages but some performance and use disadvantages. We are working on making the implementation on a full version of Chromium.
            Pausing/resuming/switching away from the app causes screen to turn black. This is a consequence of having built the implementation on top of the WebView flavor of Chromium. A proper implementation on full Chromium or a rebase to a more recent Chromium WebView version (>57.0.2987.5) might solve this problem.
            The Web Speech API is a standard web API for text to speech and speech to text conversion that is available in Chromium. As WebARonTango is built on top of the WebView version of Chromium, does not provide this functionality by default. There is a solution though, using a polyfill we provide, but in order to use it, you need to either a) include the three.ar.js library before making any use of the Web Speech API or b) include the ARSpeechRecognition.js file also before making any reference to the Web Speech API. Only speech recognition is suspported, not speech synthesis for now.
            Add more AR-related features.
            Adapt the implementation to the WebVR 2.0 spec proposal.
            Implement the prototype on full Chromium (not on the WebView flavor) and to a newer tag version (>57.0.2987.5).
            Improve the VRPassThroughCamera rendering pipeline either making it obscure for the developer or by using regular WebGL textures and shader samplers without having to use the external image texture extension.
            Tango Development Kit Tablet Android version: 4.4.2 Tango Core version: 1.53:2017.04.28-hopak-release-0-gb1545f34:190015395:stable Tango SDK version: Hopak
            Lenovo Phab 2 Pro Android version: 6.0.1 Tango Core version: 1.53:2017.04.28-hopak-release-0-gb1545f34:230015395:stable Tango SDK version: Hopak
            Asus Zenfone AR Android version: 7.0 Tango Core version: 1.55:2017.06.23-release-m20-release-0-gb571120a1:240016802:stable Tango SDK version: Hopak

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            CLONE
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            https://github.com/google-ar/WebARonTango.git

          • CLI

            gh repo clone google-ar/WebARonTango

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            git@github.com:google-ar/WebARonTango.git

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