Augmented reality for Android application development

As an Android developer, including Augmented Reality (AR) in your mobile apps could be a profitable new string to your bow. This tutorial takes you through every aspect of AR for Android with lots of hands-on exercises. Understand the main concepts and architectural components of an AR application S...

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Detalles Bibliográficos
Autor principal: Grubert, Jens (-)
Otros Autores: Grasset, Raphael
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, U.K. : Packt Pub [2013]
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627951806719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Credits
  • About the Authors
  • About the Reviewers
  • www.PacktPub.com
  • Table of Contents
  • Preface
  • Chapter 1: Augmented Reality Concepts and Tools
  • A quick overview of AR concepts
  • Sensory augmentation
  • Displays
  • Registration in 3D
  • Interaction with the environment
  • Choose your style - sensor-based and computer vision-based AR
  • Sensor-based AR
  • Computer vision-based AR
  • AR architecture concepts
  • AR software components
  • AR control flow
  • System requirements for development and deployment
  • Installing the Android Developer Tools Bundle and the Android NDK
  • Installation of JMonkeyEngine
  • Installation of Vuforia
  • Which Android devices to use
  • Summary
  • Chapter 2: Viewing the World
  • Understanding the camera
  • Camera characteristics
  • Camera versus screen characteristics
  • Accessing the camera in Android
  • Creating an Eclipse project
  • Permissions in the Android manifest
  • Creating an activity that displays the camera
  • Setting camera parameters
  • Creating SurfaceView
  • Live camera view in JME
  • Creating the JME activity
  • Creating the JME application
  • Summary
  • Chapter 3: Superimposing the World
  • The building blocks of 3D rendering
  • Real camera and virtual camera
  • Camera parameters (intrinsic orientation)
  • Using the scenegraph to overlay a 3D model onto the camera view
  • Improving the overlay
  • Summary
  • Chapter 4: Locating in the World
  • Knowing where you are - handling GPS
  • GPS and GNSS
  • JME and GPS - tracking the location of your device
  • Knowing where you look - handling inertial sensors
  • Understanding sensors
  • Sensors in JME
  • Improving orientation tracking - handling sensor fusion
  • Sensor fusion in a nutshell
  • Sensor fusion in JME
  • Getting content for your AR browser - the Google Place API
  • Query for POIs around your current location.
  • Parsing the Google Places results
  • Summary
  • Chapter 5: Same as Hollywood - Virtual on Physical Objects
  • Introduction to computer vision-based tracking and Vuforia
  • Choosing physical objects
  • Understanding frame markers
  • Understanding natural feature tracking targets
  • Vuforia architecture
  • Configuring Vuforia to recognize objects
  • Putting it together - Vuforia with JME
  • The C++ integration
  • The Java integration
  • Summary
  • Chapter 6: Make it Interactive - Create the User Experience
  • Pick the stick - 3D selection using ray picking
  • Proximity-based interaction
  • Simple gesture recognition using accelerometers
  • Summary
  • Chapter 7: Further Reading and Tips
  • Managing your content
  • Multi-targets
  • Cloud recognition
  • Improving recognition and tracking
  • Advanced interaction techniques
  • Summary
  • Index.