augmented-reality | Augmented reality proof of concept project | Augmented Reality library

 by   juangallostra Python Version: Current License: MIT

kandi X-RAY | augmented-reality Summary

kandi X-RAY | augmented-reality Summary

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

Augmented reality proof of concept project with Python and OpenCV
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            kandi-support Support

              augmented-reality has a highly active ecosystem.
              It has 183 star(s) with 76 fork(s). There are 11 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 12 have been closed. On average issues are closed in 88 days. There are 1 open pull requests and 0 closed requests.
              It has a positive sentiment in the developer community.
              The latest version of augmented-reality is current.

            kandi-Quality Quality

              augmented-reality has 0 bugs and 0 code smells.

            kandi-Security Security

              augmented-reality has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              augmented-reality code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              augmented-reality 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

              augmented-reality releases are not available. You will need to build from source code and install.
              augmented-reality has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              augmented-reality saves you 52 person hours of effort in developing the same functionality from scratch.
              It has 138 lines of code, 5 functions and 2 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed augmented-reality and discovered the below as its top functions. This is intended to give you an instant insight into augmented-reality implemented functionality, and help decide if they suit your requirements.
            • Render a model
            • Convert a hex color to a tuple
            • Compute the rotation matrix
            Get all kandi verified functions for this library.

            augmented-reality Key Features

            No Key Features are available at this moment for augmented-reality.

            augmented-reality Examples and Code Snippets

            No Code Snippets are available at this moment for augmented-reality.

            Community Discussions

            QUESTION

            AR core giving error in ar_core module flutter
            Asked 2021-May-19 at 10:37

            I am new to flutter. I am using AR core provided by google. But I get this error at compiletime:

            flutter.pub-cache\hosted\pub.dartlang.org\arcore_flutter_plugin-0.0.10\android\src\main\kotlin\com\difrancescogianmarco\arcore_flutter_plugin\ArCoreView.kt: (241, 38): Object is not abstract and does not implement abstract member public abstract fun onActivityCreated(@NonNull p0: Activity, @Nullable p1: Bundle?): Unit defined in android.app.Application.ActivityLifecycleCallbacks

            You can see my code here

            is this error specific to my version or is it an error in the properties? Also I have enabled AndroidX

            ...

            ANSWER

            Answered 2021-May-19 at 10:37

            There is an error in the flutter plugin that needs to be corrected.

            Go to ArCoreView.kt file in Flutter plugin at

            \flutter.pub-cache\hosted\pub.flutter-io.cn\arcore_flutter_plugin-0.0.10\android\src\main\kotlin\com\difrancescogianmarco\arcore_flutter_plugin

            remove "?" from onActivityCreated as below

            i.e. Replace

            Source https://stackoverflow.com/questions/67429501

            QUESTION

            ARKit 4, RealityKit - Converting local transform to world transform
            Asked 2020-Nov-15 at 17:08

            In ARKit 4 with RealityKit, one could find, for example, left hand transform relatively to skeleton base (hip). With lefthand transform (relative to hip) and hip transform (relative to world), how to calculate the lefthand transform relative to world? Where is the API? It seems that when I figured out the math formula, I could use SIMD api. But I guess there should be a simple API do this kind of math? Thanks.

            EDIT: Adding some code to make it clear ..

            ...

            ANSWER

            Answered 2020-Sep-18 at 03:59

            Ok. After reviewing all the math about matrix, 3D transformation, and quaternion, I finally found a solution! It is actually buried in RealityKit API:

            Source https://stackoverflow.com/questions/63652315

            QUESTION

            Fade background from right to left
            Asked 2020-Oct-10 at 20:57

            I managed with the help of the ScrollMagic library to change my background img for my section three-section-container depending on scroll position. Additionally, I managed to add an overlay that will appear only when I am on a certain section of my page.

            My issue now is that I would like to animate how background image changes (I want to come from right to left and stay positioned in the middle/ as you can see in code the background is changing 2 times). I tried with `transform: translateY(40px); property in CSS but the result was inconsistent because the image would not be 100% of my screen. Also, I want my overlay to come from left to right, and I am quite confused how.

            ...

            ANSWER

            Answered 2020-Oct-10 at 20:57

            I'm not familiar with the ScrollMagic API but I think this code snippet can make things a little cleared from the JS and CSS prospective involved in the animation.

            In fact most of them can be done without the need of externals API but just triggering back an forth a CSS class !

            Hope this helps you a little bit:

            Source https://stackoverflow.com/questions/63328328

            QUESTION

            Markerless AR for web browser?
            Asked 2020-May-28 at 10:08

            Is there a markerless AR library that can run on any mobile web browser? Something that does not require a standalone app like Google Article, and can be run on both Android and iOS.

            ...

            ANSWER

            Answered 2018-Jan-29 at 20:37

            For that to happen, the mobile browsers would have to be able to support some web-based AR framework and properly interface with the hardware components such as camera, gyros, etc.

            There are a few web-based AR projects out there, the most popular is currently AR.js (loosely branded as WebAR) which is what Google Article is currently based on. However, they are limited to experimental browsers or special "WebAR" applications with the correct hooks.

            An alternative is to consider using cross-platform AR frameworks, such as Viro React which enables mobile cross-platform AR/VR development in React Native (Javascript-based). However, you will need to build your experience into an App in order to deploy it.

            However, with time, WebVR and WebAR should eventually be supported by the various browsers and their vendors.

            Source https://stackoverflow.com/questions/48507012

            QUESTION

            Capturing ARSCNView with virtual objects - iOS
            Asked 2020-Apr-20 at 19:17

            I have an ARSCNView with virtual objects drawn. The virtual objects are drawn on the user's face. The session has the following configuration:

            ...

            ANSWER

            Answered 2020-Apr-20 at 19:17

            The reason the Virtual objects are not appearing is because ARKit provides only the raw image, so frame.capturedImage is the image captured by the camera, without any of the SceneKit rendering. To pass the rendered video you will need to implement an offscreen SCNRenderer and pass the pixel buffer to Agora's SDK.

            I would recommend you check out the Open Source framework AgoraARKit. I wrote the framework and it implements Agora.io Video SDK and ARVideoKit as dependancies. ARVideoKit is a popular library that implements an off-screen renderer and provides the rendered pixel buffer.

            The library implements WorldTracking by default. If you want to extend the ARBroadcaster class to implement faceTracking you could use this code:

            Source https://stackoverflow.com/questions/61295894

            QUESTION

            ARKit3 Hardware Requirement Clarification
            Asked 2019-Aug-15 at 20:26

            On Apple's ARKit 3 page (https://developer.apple.com/augmented-reality/arkit/) there is fine print reading, "People Occlusion and the use of motion capture, simultaneous front and back camera, and multiple face tracking are supported on devices with A12/A12X Bionic chips, ANE, and TrueDepth Camera."

            I read this sentence as a computer scientist, which suggests that the device must have an A12, ANE, and a TrueDepth camera to support any of "people occlusion, motion capture, simultaneous front/back camera, and multiple face tracking." If this is the case, then the only iPad that can use any of these features is the latest iPad Pro, and not an Air, which have an A12, but not a TrueDepth camera. (Sidenote: what is ANE? I can't find documentation on it, but I think it has something to do with the machine learning system.) Is this correct--that only the iPad Pro supports any of these features?

            I ask because people occlusion is incredibly important for a multi-user experience around a table.

            ...

            ANSWER

            Answered 2019-Aug-15 at 20:26

            The ANE is the Apple Neural Engine.

            Apple's footnote is a little misleading. People occlusion is performed on the scene captured by the rear camera and so does not make use of the TrueDepth camera.

            Multiple face tracking requires a TrueDepth camera, in addition to an A12 chip with ANE.

            People occlusion is available on all A12 devices - see this WWDC session so the new iPad Air will support it.

            Source https://stackoverflow.com/questions/57513312

            QUESTION

            Open USDZ File into QuickLook
            Asked 2019-Aug-08 at 15:26

            I am interested in opening a USDZ file in a Safari browser and making sure that it ends up in the QLPreviewer and I was wondering if there is a browser API for safari that can do this. I want to make sure that the link doesn't just open in a new tab.

            I have tried just opening a USDZ file but that just gives the appearance of a new tab where you have the option to open into files and stuff like that.

            There isn't really any code yet but if that is the best way to achieve this that would make sense.

            I see so from what I have read here you need to specify the rel="ar" which I am still not sure if it is working. I have tried it within codepen and nothing is really happening.

            ...

            ANSWER

            Answered 2019-Aug-08 at 11:58

            It turns out that you need an image tag within the link and the code I was actually using didn't have that image tag. Very weird choice by the apple devs.

            Source https://stackoverflow.com/questions/57409580

            QUESTION

            ARKit3 - Official Apple example won't compile, has flawed USDZ 3D mesh/skeleten model
            Asked 2019-Jul-23 at 02:54

            I am investigating new ARKit3 features, in particular motion capture. I have an iPhone with A12 chip (so all new features should work), and iPhone is loaded with iOS 13 (beta). I also installed the Xcode 11 beta on my development laptop as recommended.

            When I download the tutorial / sample Xcode project here I find that I have errors on compile. I was able to get rid of those by commenting out the references to the AnyCancellable instance, and the program compiles.

            When I run it on on my device, I get error messages about the 3D mesh (in USDZ format) saying it is missing certain joint information.

            I've tried substituting the USDZ model included with the sample project for other USDZ models provided on the apple site here, to no avail.

            The expected behaviour is that the sample app should open in a camera view, track a person that appears in front of the camera and render a skeleton with 3D mesh model overtop, which mimics the person's actions.

            I am getting the error in the Xcode console:

            ...

            ANSWER

            Answered 2019-Jul-23 at 02:54

            Can you confirm that your device definitely has an A12 chip (meaning it's an iPhone XR, XS, XS Max, iPad Mini (2019), iPad Air (2019), or iPad Pro (2018))? Additionally, ensure your Xcode is running the latest Beta 4 release (build 11M374r, as of the time of this writing) and your iOS device is running the iOS 13 beta.

            These may seem rudimentary, but I cannot replicate the issues you indicate when downloading the sample project on my end. I can launch the project, set my signing team, load on my iPhone XS Max, and the project functions as it should; when a body is detected in the frame, the 3D "skeleton" appears alongside and motion follows.

            It may be worth mentioning that the 3D body tracking technology appears to require a USDZ model that has existing joints already configured. The USDZ models on Apple's site mostly do not (the robot, for example, lacks any such joints that could be tracked). See this screenshot for an example of what the structure of Apple's "skeleton" looks like.

            The error messages you provided from Xcode make it seem like the model you are trying to load lacks the skeletal structure to conform to this technology. Could you try re-downloading the sample project and confirm you get the same error?

            Source https://stackoverflow.com/questions/57102488

            QUESTION

            Google Model Viewer AR
            Asked 2019-Jul-16 at 15:30

            we are trying to make a custom 3D configurator with AR capabilities, but we found out that model-viewer from google is too limited for our needs, so we are doing it in three.js

            To use the AR we analyzed the source code and found out that there is a redirect to this link when clicking the model-viewer button:

            intent://googlewebcomponents.github.io/model-viewer/examples/assets/Astronaut.glb?link=https%3A%2F%2Fgooglewebcomponents.github.io%2Fmodel-viewer%2Fexamples%2Faugmented-reality.html&title=A%203D%20model%20of%20an%20astronaut

            (taken from the Google's example page)

            Out first tests made a warning in the console like "Inaccessible Navigation" silently failing. Do you have an idea on what are we doing wrong?

            ...

            ANSWER

            Answered 2019-Jul-16 at 15:30

            The link above was wrong. I inspected the source code and find out that the correct one is built like this:

            Source https://stackoverflow.com/questions/56938765

            QUESTION

            Render ARCore in cardboard
            Asked 2019-Jul-01 at 19:49

            I tried to render ARCore stereoscopically through cardboard. Due to the misalignment between the field of view of the ARCore camera and VR, the object appears to be not being tracked.

            To sort this out, I referred to this blog and implemented it by using a barrel distortion shader. However, it doesn't render stereoscopically.

            Is there any other fix for this problem?

            ...

            ANSWER

            Answered 2019-Apr-25 at 13:11

            For stereo-vision you need two View Controllers i.e. two ArFragments, each running at 60 fps. Ideally you need a frame rate 120 fps but it's impossible in ARCore at this time.

            Barrel distortion is just a special type of a warped distortion of a view.

            Also, for robust stereo experience you should shift views only along X-axis and never along Y-axis. In real life an effective distance between two camera lens is 64-200 mm.

            For further details look at Technicolor Paper: 15 Stereo Issues.

            And there are other visual implementations for stereo:

            It's up to you which one is more comfortable for watching.

            Source https://stackoverflow.com/questions/55833112

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

            Vulnerabilities

            No vulnerabilities reported

            Install augmented-reality

            You can download it from GitHub.
            You can use augmented-reality like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            If you get the message:. printed to your terminal, the most likely cause is that your OpenCV installation has been compiled without FFMPEG support. Pre-built OpenCV packages such as the ones downloaded via pip are not compiled with FFMPEG support, which means that you have to build it manually.
            Find more information at:

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            gh repo clone juangallostra/augmented-reality

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            git@github.com:juangallostra/augmented-reality.git

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