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...
Autor principal: | |
---|---|
Otros Autores: | |
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.