ARCore | ARCore Course Welcome to the ARCore Course Repo | Augmented Reality library
kandi X-RAY | ARCore Summary
kandi X-RAY | ARCore Summary
ARCore Course Welcome to the ARCore Course Repo - By Augmented Startups (Previously Arduino Startups). Check out full course here: Augmented Reality Courses on Udemy: Recently updated for ARCore 1.2.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of ARCore
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ARCore Examples and Code Snippets
Community Discussions
Trending Discussions on ARCore
QUESTION
I want to use the camera plugin for my object detection model and the arcore to amerce the 3d object if it was detected by the model but it seems that the arcore is monopolizing camera resources is there a way to go around it .
...ANSWER
Answered 2022-Mar-14 at 18:02You can get the data from the camera(CameraImage) and send it to a new isolate as a message where you can use your model to perform inference(prediction) for you.
QUESTION
I have an application that is using ARCore (android), after I have updated the targetSdk version from 29 to 30 I see that some of the devices get the notification (when the app is started) that it is required to update the Google Play for AR, but I don't have any update for the AR, looks like I have the last version of it.
It happens only for some devices, for example for Pixel 4XL, however, it works perfectly on Samsung Note 9
What is a possible problem?
...ANSWER
Answered 2021-Dec-21 at 11:51Finally, I found the solution. According to this answer - https://stackoverflow.com/a/68255789/5709159
it was needed to update this dependency
dependencies { … implementation 'com.google.ar:core:' }
My version was 1.13.0 and the available one was 1.29.0, after the update, the problem is gone
QUESTION
I followed the solution here for rotating a TransformableNode
on the X axis based on the user's DragGesture
, using the Sceneform Android SDK. However, I would also like to rotate on the Y and Z axis as well, similar to how ARCore SceneViewer does it.
How can I achieve that?
What I have currently is on the left (rotates only on X axis), and what is desired is on the right (rotates on all axes, as in ARCore Scene Viewer).
...
ANSWER
Answered 2022-Feb-22 at 19:29I was able to find a working solution here: https://github.com/chnouman/SceneView
Here are the relevant snippets of code, with some of my adaptations to make it work for .glb
files.
I have forked this repo and am working on keyboard input support if anyone's interested in that.
Rendering the object:
QUESTION
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 17:25At 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.
QUESTION
I am using Scene Viewer
(https://developers.google.com/ar/develop/java/scene-viewer) for displaying a model in AR.
the model has a transparent glass material, and it renders fine in any GLTF model viewer I've tried, but Scene Viewer
itself seems to render the material opaque. at least that's what I can tell from a handful of screenshots android users have provided.
the validation report on https://modelviewer.dev/editor/ seems to be ok.
- is transparency supported in
Scene Viewer
? - or does it potentially depend on the device, android version, or
ARCore
version?
EDIT:
to be more precise: the model format is GLTF 2.0
and it uses the KHR_materials_transmission
extension. the glass material is one-sided and the alpha mode is BLEND
.
ANSWER
Answered 2021-Dec-15 at 17:49Alpha Blending and Transmission are two different types of transparency – you can combine them, but it's usually unnecessary. Transmission is the newer and more advanced of the two, and it's quite possible that Scene Viewer doesn't support it yet. Alpha Blending is older and should work anywhere.
To use either one separately, you can follow these steps. I'll use Blender's terminology, but hopefully the steps are similar in other software.
Alpha Blend
- On a Principled BSDF material, set Alpha Mode → Alpha Blend
- Set Alpha to a value <1, or connect the alpha channel of a base color texture.
- Export to glTF 2.0
Transmission
- On a Principled BSDF material, set Alpha Mode → Opaque
- Set Transmission to a value >0
- Set Metalness to 0
- Export to glTF 2.0
QUESTION
I have been trying to modify sample ar core java application (hello_ar_java exactly). Default model is pawn.obj. I have been trying to change it to any different .obj model but it says im out of memory even though the new model is smaller than the default one.
...ANSWER
Answered 2021-Dec-09 at 12:15You should check the .obj file first, did you export it by yourself? Cause there are many different settings with those kind of files:
1 - maybe your model's faces have 4 vertices (square) instead of 3 (triangles) like the pawn model, 2 - or maybe you didn't set a texture in your .obj file and that create conflict with the shader.
You can just open it with an editor and check how many numbers there are after the "f", if there are 4 number that's the problem, it has square faces, you can open it in Blender and in the export settings check "triangle faces" option. You can also add textures in a couple of minutes, and import them in your project.
I hope this helps you, have a nice day!
QUESTION
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 13:58AR 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.
QUESTION
I am developing an AR application with android studio and ARcore.
What I am trying to do is to add objects with texts on them on a vertical surface.
I found that I can add text on a ViewRenderable but as i understand the ViewRenderable is attached with another object so i don't that is what I need.
Could anyone help me I would appreciate it.
...ANSWER
Answered 2021-Oct-03 at 19:08You can place an anchor on the vertical wall and then attach the ViewRenderable node to that (make it a child of the anchor node object).
QUESTION
I have been unable to find a list of supported features on mobile devices any more detailed than this.
I am trying to find the ideal phone for an ARCore-based proof of concept I am working on. I have noticed that some phones support certain features only partially. E.g. a Moto G9 plus will deliver only a partial lighting estimation at times.
Does anyone know of a way to determine beforehand to which extent a given phone supports ARCore – without having to buy the phone to find out?
I am particularly interested in the Google Pixel 5.
...ANSWER
Answered 2021-Aug-07 at 18:31It sounds really weird but the Google Pixel 5 doesn't have a ToF sensor for Scene Reconstruction in ARCore. Instead it relies on the wide and ultra-wide lenses for depth estimation (using a Depth-from-Motion algorithm) inside new Depth API. No comments.
I would take a closer look at phones like Samsung Galaxy S20 Ultra. It supports not only Depth API's software Depth-from-Motion algorithm, but also Time-of-Flight hardware depth sensor.
Nonetheless, both gadgets support the same set of features found in ARCore 1.25.
QUESTION
I am trying to use ARCORE to return a depth image and also use the CameraX to return an RGB image. I can do both individually but when I combine both together the cameraX doesn't work.
I see that I must allow the shared camera but as far I searched, it can only be possible using the camera2 API.
Does anyone know any way of using the CameraX instead?
...ANSWER
Answered 2021-Aug-06 at 20:52Unfortunately, only one client can use a camera at a time, and both ARCore and CameraX assume they're the only user.
This would require explicit sharing a camera instance between the two, and while I believe ARCore has some provisions for this, I don't believe CameraX is able to use ARCore's interfaces.
So if you need the RGB image, you probably need to figure out how to ask ARCore for it, and not use CameraX at all.
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