ar-cutpaste | Cut and paste your surroundings using AR | Augmented Reality library

 by   cyrildiagne TypeScript Version: Current License: MIT

kandi X-RAY | ar-cutpaste Summary

kandi X-RAY | ar-cutpaste Summary

ar-cutpaste is a TypeScript library typically used in Virtual Reality, Augmented Reality, OpenCV applications. ar-cutpaste has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Cut and paste your surroundings using AR

            kandi-support Support

              ar-cutpaste has a medium active ecosystem.
              It has 14517 star(s) with 2077 fork(s). There are 573 watchers for this library.
              It had no major release in the last 6 months.
              There are 41 open issues and 44 have been closed. On average issues are closed in 25 days. There are 14 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ar-cutpaste is current.

            kandi-Quality Quality

              ar-cutpaste has no bugs reported.

            kandi-Security Security

              ar-cutpaste has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ar-cutpaste 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

              ar-cutpaste releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            ar-cutpaste Key Features

            No Key Features are available at this moment for ar-cutpaste.

            ar-cutpaste Examples and Code Snippets

            No Code Snippets are available at this moment for ar-cutpaste.

            Community Discussions


            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:



            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:



            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:



            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:



            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?



            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.



            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.



            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)...



            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?



            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.



            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:



            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.



            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



            Answered 2021-Jul-26 at 06:44

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



            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?


            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:



            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



            Answered 2021-May-21 at 04:36

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



            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]



            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:


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


            No vulnerabilities reported

            Install ar-cutpaste

            As mentioned above, for the time being, you must deploy the BASNet model (Qin & al, CVPR 2019) as an external HTTP service using this BASNet-HTTP wrapper (requires a CUDA GPU). You will need the deployed service URL to configure the local server. Make sure to configure a different port if you're running BASNet on the same computer as the local service. A public endpoint has been provided by members of the community. This is useful if you don't have your own CUDA GPU or do not want to go through the process of running the servce on your own. Use this endpoint by launching the local server with --basnet_service_ip
            As mentioned above, for the time being, you must deploy the BASNet model (Qin & al, CVPR 2019) as an external HTTP service using this BASNet-HTTP wrapper (requires a CUDA GPU)
            You will need the deployed service URL to configure the local server
            Make sure to configure a different port if you're running BASNet on the same computer as the local service


            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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