![]() ![]() Image Tracking forgoes the world and emphasizes tracking known images to persist the content on them if and only if the images are visible. For example, if an image anchor with content is detected, the content will stay in the last known location in the world if the image is not visible. World Tracking has a world coordinate system and places content into it. Only one configuration can be used at a time and for different use cases. The parent class ARAnchor which has several subclasses for what features virtual content can be anchored to such as ARObjectAnchor, ARImageAnchor, ARPlaneAnchor, and ARGeoAnchor.ĪRKit can handle different behavior with configurations. Then keeping track of their position and orientation over time as the device moves. It uses the concept of anchors to… well anchor virtual content to these features. Such as detecting a flat plane surface like a table or the floor. A combination of the device sensors and computer vision analysis of the scene for recognizing notable features and tracking the world. “ARKit combines device motion tracking, camera scene capture, advanced scene processing, and display conveniences to simplify the task of building an AR experience.”ĪRKit uses the technique of visual-inertial odometry. ARKitĪpple’s documentation summarizes ARKit best: The shoe displayed above was made using Object Capture which has impressive detail. This technology uses Photogrammetry to process a directory of images to generate a 3D asset using a Mac. This year at WWDC Apple announced Object Capture. Modeling 3D assets is an expensive skill and a huge barrier for creating Augmented Reality experiences. It conveniently includes the anchor data, scene hierarchy, animations, behaviors, textures, etc in a single file. It’s important to note that a single model such as the Shoe can be a reality or usdz file, but the entire orbit scene pictured above can also be exported as usdz or reality file as well. Reality Converter Beta with shoe usdz file Reality Converter Beta is an offering to convert other 3D file types into usdz which can be a frustrating process with the current usdz command line tools. The formats vary on if/how they store textures and model animations. Since usdz is rather new a lot of 3D models are in other formats such as obj, stl, fbx. The former is a proprietary format from Apple and the latter is an extension created by Apple from Pixar’s USD format. Reality Converter BetaĪpple uses two formats for 3D assets, reality and usdz. This highlights the tool as an extension and not a replacement for development. Setting the scene with Reality Composer and then handling the physics in code was a better approach. For example, I attempted to create the Brick Breaker game, however the behavior was too complex. Reality Composer can be intuitive, but I do find that it can be tricky to compose complex scenes and interactions. I added two behaviors onto the airplane, to orbit the shoe and rotate to appear like the airplane is turning. In the example above, I chose a plane anchor and placed a shoe and an airplane into the scene. movement, an animation, audio track, etc.). tap) followed by a sequence of actions (e.g. These 3D models can be given behaviors which have a trigger (e.g. ![]() Reality Composer immensely simplifies this with a visual and interactive interface to populate a scene with virtual 3D models relative to a chosen anchor such as a horizontal plane. You’ll have to dust off some linear algebra concepts and work with a 3D coordinate system which can be tedious, confusing, and time consuming. Creating a scene completely in code is absolutely possible yet poses significant challenges. ![]() Before jumping into code, a good starting point is thinking about scene creation. ![]()
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