kandi X-RAY | Sceneform-Augmented-Images Summary
kandi X-RAY | Sceneform-Augmented-Images Summary
Demo of Augmented Images in ArCore using Sceneform
Top functions reviewed by kandi - BETA
- Called to resume the application
- Sets up the augmented image database
- Configure the session
- Displays Snackbar
- This method is called when the application has permissions
- Launch application settings
- Determine if the permission should be shown to show the rationale
- Check if the app has permission granted to this app
- Set the window focus changed
- Set the fullscreen mode on the given activity
- Called when a frame is updated
- Render the image
- Setup the surface view
- Set up onUpdateListener
- Pause the view
- Hide the Snackbar
- Displays a snackbar with the given message
- Shows a message with the given message and dismiss button
Sceneform-Augmented-Images Key Features
Sceneform-Augmented-Images Examples and Code Snippets
Trending Discussions on Augmented Reality
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:...
ANSWERAnswered 2022-Mar-10 at 15:04
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.
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:
I want to use RealityKit's AnchorEntity initialized with an Anchoring Component Target of type Image. Here is what I am trying to do:...
ANSWERAnswered 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:
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.
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?...
ANSWERAnswered 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.
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.
I want to show image from gallery. i am loading the image using imagePicker....
ANSWERAnswered 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)...
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?...
ANSWERAnswered 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.
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:
ANSWERAnswered 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.
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
ANSWERAnswered 2021-Jul-26 at 06:44
.reality model from web works fine. You can easily check this in Xcode Simulator:
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
[[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?
ANSWERAnswered 2021-May-28 at 13:28
Intrinsics camera matrix converts between the 2D camera plane and 3D world coordinate space. Here's a decomposition of an intrinsic matrix, where:
fyis a Focal Length in pixels
yOis a Principal Point Offset in pixels
sis 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:
I have this function named
addShapes. I want it to create 3 shapes
ANSWERAnswered 2021-May-21 at 04:36
Your code works fine (a position was a problem):
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]]...
ANSWERAnswered 2021-Feb-07 at 11:58
It occurs because
ARMeshAnchorsconstantly update their data as ARKit refines its understanding of the real world. All
ARMeshAnchorsare 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:
No vulnerabilities reported
You can use Sceneform-Augmented-Images like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Sceneform-Augmented-Images component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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