AugmentedRealityChess | The goal of this project is to create a augmented reality | Augmented Reality library

 by   alexus37 Python Version: Current License: MIT

kandi X-RAY | AugmentedRealityChess Summary

kandi X-RAY | AugmentedRealityChess Summary

AugmentedRealityChess is a Python library typically used in Virtual Reality, Augmented Reality applications. AugmentedRealityChess has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However AugmentedRealityChess build file is not available. You can download it from GitHub.

The goal of this project is to create a augmented reality board game.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              AugmentedRealityChess has a low active ecosystem.
              It has 1 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              AugmentedRealityChess has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AugmentedRealityChess is current.

            kandi-Quality Quality

              AugmentedRealityChess has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              AugmentedRealityChess is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              AugmentedRealityChess releases are not available. You will need to build from source code and install.
              AugmentedRealityChess has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of AugmentedRealityChess
            Get all kandi verified functions for this library.

            AugmentedRealityChess Key Features

            No Key Features are available at this moment for AugmentedRealityChess.

            AugmentedRealityChess Examples and Code Snippets

            No Code Snippets are available at this moment for AugmentedRealityChess.

            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 AugmentedRealityChess

            This is required for the kinect interface sudo apt-get install git-core cmake freeglut3-dev pkg-config build-essential libxmu-dev libxi-dev libusb-1.0-0-dev doxygen graphviz mono-complete Now clone the code and set it up $ mkdir ~/kinect $ cd ~/kinect $ git clone https://github.com/OpenNI/OpenNI.git. This thing has a bizarre install scheme. Do the following: cd OpenNI/Platform/Linux/CreateRedist/ chmod +x RedistMaker ./RedistMaker Now this creates some distribution. One of the two following cases should work. Else just look for a damn compiled binary, extract it and install it. Case 1: $ cd Final $ tar -xjf OpenNI-Bin-Dev-Linux*bz2 $ cd OpenNI- ... $ sudo ./install.sh.
            Yet another library for the Kinect $ cd ~/kinect/ $ git clone git://github.com/ph4m/SensorKinect.git Once you have the lib, go ahead and compile it in the same bizarre manner as OpenNI (well atleast they are consistent). $ cd SensorKinect/Platform/Linux/CreateRedist/ $ chmod +x RedistMaker $ ./RedistMaker Done compiling. Now install this. $ cd Final $ tar -xjf Sensor ... $ cd Sensor ... $ sudo ./install.sh.
            These steps have been tested for Ubuntu 14.04 but should work with other distros as well. [compiler] sudo apt-get install build-essential [required] sudo apt-get install cmake git libgtk2.0-dev pkg-config libavcodec-dev libavformat-dev libswscale-dev [optional] sudo apt-get install python-dev python-numpy libtbb2 libtbb-dev libjpeg-dev libpng-dev libtiff-dev libjasper-dev libdc1394-22-dev. You can use the OpenCV versio 2.4.9. ####Building OpenCV 2.4.9 from Source Using CMake.
            GCC 4.4.x or later
            CMake 2.8.7 or higher
            Git
            GTK+2.x or higher, including headers (libgtk2.0-dev)
            pkg-config
            Python 2.6 or later and Numpy 1.5 or later with developer packages (python-dev, python-numpy)
            ffmpeg or libav development packages: libavcodec-dev, libavformat-dev, libswscale-dev
            [optional] libtbb2 libtbb-dev
            [optional] libdc1394 2.x
            [optional] libjpeg-dev, libpng-dev, libtiff-dev, libjasper-dev, libdc1394-22-dev The packages can be installed using a terminal and the following commands or by using Synaptic Manager:
            Create a temporary directory, which we denote as <cmake_build_dir>, where you want to put the generated Makefiles, project files as well the object files and output binaries and enter there. For example cd ~/opencv2.4.9 mkdir build cd build
            Configuring. Run cmake [some optional parameters] path to the OpenCV source directory For example cmake -D CMAKE_BUILD_TYPE=Release -D CMAKE_INSTALL_PREFIX=/usr/local .. or cmake-gui set full path to OpenCV source code, e.g. /home/user/opencv set full path to <cmake_build_dir>, e.g. /home/user/opencv/build set optional parameters run: “Configure” run: “Generate”
            Description of some parameters build type: CMAKE_BUILD_TYPE=Release\Debug to build with modules from opencv_contrib set OPENCV_EXTRA_MODULES_PATH to <path to opencv_contrib/modules/> set BUILD_DOCS for building documents set BUILD_EXAMPLES to build all examples
            Building python. Set the following python parameters: PYTHON2(3)_EXECUTABLE = PYTHON_INCLUDE_DIR = /usr/include/python PYTHON_INCLUDE_DIR2 = /usr/include/x86_64-linux-gnu/python PYTHON_LIBRARY = /usr/lib/x86_64-linux-gnu/libpython .so PYTHON2(3)_NUMPY_INCLUDE_DIRS = /usr/lib/python /dist-packages/numpy/core/include/
            Build. From build directory execute make, recomend to do it in several threads For example make -j7 # runs 7 jobs in parallel
            sudo make install
            /!\ Do not install these packages if you are using 14.04, it will destroy your X server:. /!\ Do not install the above packages if you are using 14.04, it will destroy your X server. echo "source /opt/ros/jade/setup.bash" >> ~/.bashrc source ~/.bashrc If you have more than one ROS distribution installed, ~/.bashrc must only source the setup.bash for the version you are currently using.
            Installation 1.1. Configure your Ubuntu repositories Configure your Ubuntu repositories to allow "restricted," "universe," and "multiverse." You can follow the Ubuntu guide for instructions on doing this. 1.2. Setup your sources.list Setup your computer to accept software from packages.ros.org. ROS Jade ONLY supports Trusty (14.04), Utopic (14.10) and Vivid (15.04) for debian packages.sudo sh -c 'echo "deb http://packages.ros.org/ros/ubuntu $(lsb_release -sc) main" > /etc/apt/sources.list.d/ros-latest.list 1.3. Set up your keys sudo apt-key adv --keyserver hkp://pool.sks-keyservers.net --recv-key 0xB01FA116 1.4. Installation First, make sure your Debian package index is up-to-date: sudo apt-get update If you are using Ubuntu Trusty 14.04.2 and experience dependency issues during the ROS installation, you may have to install some additional system dependencies. /!\ Do not install these packages if you are using 14.04, it will destroy your X server: sudo apt-get install xserver-xorg-dev-lts-utopic mesa-common-dev-lts-utopic libxatracker-dev-lts-utopic libopenvg1-mesa-dev-lts-utopic libgles2-mesa-dev-lts-utopic libgles1-mesa-dev-lts-utopic libgl1-mesa-dev-lts-utopic libgbm-dev-lts-utopic libegl1-mesa-dev-lts-utopic /!\ Do not install the above packages if you are using 14.04, it will destroy your X server Alternatively, try installing just this to fix dependency issues: sudo apt-get install libgl1-mesa-dev-lts-utopic Desktop-Full Install: (Recommended) : ROS, rqt, rviz, robot-generic libraries, 2D/3D simulators, navigation and 2D/3D perception sudo apt-get install ros-jade-desktop-full or click here Desktop Install: ROS, rqt, rviz, and robot-generic libraries sudo apt-get install ros-jade-desktop ROS-Base: (Bare Bones) ROS package, build, and communication libraries. No GUI tools. sudo apt-get install ros-jade-ros-base Individual Package: You can also install a specific ROS package (replace underscores with dashes of the package name): sudo apt-get install ros-jade-PACKAGE e.g. sudo apt-get install ros-jade-slam-gmapping To find available packages, use: apt-cache search ros-jade 1.5. Initialize rosdep Before you can use ROS, you will need to initialize rosdep. rosdep enables you to easily install system dependencies for source you want to compile and is required to run some core components in ROS. sudo rosdep init rosdep update 1.6. Environment setup It's convenient if the ROS environment variables are automatically added to your bash session every time a new shell is launched:
            To be able to run the animations you new to have PyOpenGL, the quickest way to install it is using pip $ pip install PyOpenGL PyOpenGL_accelerate.
            To run the source code properly a specific file structure is needed.
            Create a catkin workspace cd ~; mkdir ~/catkin_ws
            Clone the ros part of the implementation in this directory git clone https://github.com/alexus37/ROSARCHESS.git
            Switch to branch "video" : git branch aruco
            Clone the rendering part in an arbitary folder and link the path in the file catkin_ws/src/kinect_io/scripts/listener.py git clone https://github.com/alexus37/AugmentedRealityChess.git
            Switch to branch "video" : git branch video
            Calibrate the Kinect RGB camera using the ros calibration node: http://wiki.ros.org/camera_calibration. A valid option is use factory camera calibration, which is accurate enough. It should be set by default.
            (Optional) Calibrate the IR camera either by either trying stereo calibration. You can the paste the resulting camera matrix and transformation between the two cameras to the right place in catkin_ws/src/kinect_io/scripts/listener.py. See the file for details.

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/alexus37/AugmentedRealityChess.git

          • CLI

            gh repo clone alexus37/AugmentedRealityChess

          • sshUrl

            git@github.com:alexus37/AugmentedRealityChess.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Augmented Reality Libraries

            AR.js

            by jeromeetienne

            ar-cutpaste

            by cyrildiagne

            aframe

            by aframevr

            engine

            by playcanvas

            Awesome-ARKit

            by olucurious

            Try Top Libraries by alexus37

            NoriV2Webinterface

            by alexus37JavaScript

            AML-18

            by alexus37Jupyter Notebook

            react-google-streetview

            by alexus37JavaScript

            asteroidField

            by alexus37C++

            codevscovid19

            by alexus37JavaScript