AR representation without 3rd party apps - camera

I have stuck on very interesting question in regards of the AR. Is there a way to represent an augmented reality 3d objective with a camera application by apple without downloading any of the 3rd party apps. just by pointing it towards the camera

AR applications uses ARKit which enables world tracking which works through a technique called visual-inertial odometry.
By using the iPhone or iPad’s camera and motion sensors, ARKit will find bunch of points in the environment and track them when you move the phone. Once you pin it in the real world 3D model is rendered.
Where as these operations are not supported by the default camera application since they are not leveraging ARKit internally by Default.

Related

Relocalize a smartphone on a preloaded point cloud

Being a novice I need an advice how to solve the following problem.
Say, with photogrammetry I have obtained a point cloud of the part of my room. Then I upload this point cloud to an android phone and I want it to track its camera pose relatively to this point cloud in real time.
As far as I know there can be problems with different cameras' (simple camera or another phone camera VS my phone camera) intrinsics that can affect the presision of localisation, right?
Actually, it's supposed to be an AR-app, so I've tried existing SDKs - vuforia, wikitude, placenote (haven't tried arcore yet cause my device highly likely won't support it). The problem is they all use their own clouds for their services and I don't want to depend on them. Ideally, it's my own PC where I perform 3d reconstruction and from where my phone downloads a point cloud.
Do I need a SLAM (with IMU fusion) or VIO on my phone, don't I? Are there any ready-to-go implementations within libs like ARtoolKit or, maybe, PCL? Will any existing SLAM catch up a map, reconstructed with other algorithms or should I use one and only SLAM for both mapping and localization?
So, the main question is how to do everything arcore and vuforia does without using third party servers. (I suspect the answer is to device the same underlay which vuforia and other SDKs use to employ all available hardware..)

AR Parrot drone 2.0 as a webcam

I am using the AR Parrot drone 2.0, and I want to somehow "trick" the PC into thinking that the video stream coming from it is a second webcam.
The reason is that I want to use some existing computer vision libraries, and it would much more straight forward to just specify which webcam is the source of the video stream, on which the algorithms will run.
I came across an iOS app that streams video from the AR drone, but it seems to stream it on iPhones/iPads and not on computer devices.
Are you looking for a full app or do you want to create one by yourself?
I'm working with an AR.Drone 2.0 for a research project and although it is an old device which makes it complicated to find resources, there are... and lots of them.
If you want to create your own app, you don't say which language / platform you want to use it. If you want to use Java, you can use YADrone. It has a good API and it also has examples, including a full application that can be used.
https://vsis-www.informatik.uni-hamburg.de/oldServer/teaching//projects/yadrone/

Test methodology for Hand gesture recognition application in Kinect

I am developing an Immersive image navigation project in Kinect, which uses hands-free gestures. I have decided upon a set of gestures, which I shall use in the project.
I am working on the algorithms. What I want to know what is the general methodology for testing the various components of such Kinect related projects.
How must I design the test suite, what will be its fields? How must the different gesture recognition algorithms be tested? What is an optimum number of tests which establish data worth presenting? How many participants must be involved? And what set of data must be collected for the required coverage of test information?
With Kinect SDK you can record the gestures and then replay them to verify that your code can properly detect them.
Doing gestion recognition is hard, though - try to record different people doing different gestures and then see if your code can recognize them all.
Most of the time machine learning is involved in creating such recognizers - for machine learning to be working you need to record many many people for training the recognizer - I would advise against this and reuse the gestures offered by the Kinect SDK (grip, release for example) unless you know what you are doing.

Window Phone augmented reality and shape recognition

I am a beginner in Windows Phone app development. My goal is to create a simple augmented reality application which will include shape recognition (ex. hand or face). Additionally I would like to draw 3D objects on screen and place them in reality. The question is what is the best way to start development? Especially which toolkits do You advise to use? My current idea is to detect motion using Motion Class built in WP-SDK and use EmguCV to dectect and recognise shapes. And which library should I use to draw shapes (Direct3d or XNA) ? Is it a good way to start? I am confused if EmguCV is available on Windows Phone platform at all?
Additional info:
- platform will be WP7.5 or WP8
i'm working also on windows phone project, it was about face recognition but because lack libraries that can used in other things i change my project.
but there is FACESDK that could help you for Face recognition.
http://research.microsoft.com/en-us/projects/facesdk/

Need to add an interactive 3D model to my otherwise non-3D app

As briefly as I can; are there any frameworks available that I can drop into an iPad app I'm working on, along with a 3D model, and allow me to add a view that will present the model in an interactive format?
Model needs to be rotatable, and ideally I would like to be able to add interactive points on to the model that pop up modal views when tapped.
I have never worked with 3D before in any respect so I'm coming at that part as a complete novice. The 3D model is being supplied to me and will be available in "various formats". The rest of the app is pure Objective-C in which I'm proficient enough.
I have Googled and Googled and have come up with nothing so far.
Failing there being any drop-in frameworks, how much of a challenge is it likely to be to get myself up to speed with what I would need to know? Are there any good starting points to expand my knowledge here?
3D is a complex matter, if you don't see your future dealing with it on a regular basis I wouldn't recommend writing your own solutions for it.
The closest you can find to a drag and drop framework would be the SDK of the iPhone / iPad GPU's manufacturer. It's pretty easy to use.
PowerVR SDK Download
After a free registration on their website, you can download the SDK that contains lots of samples with source code. Their framework displays 3D models in their own POD format, which is of course heavily optimized for the iOS devices. Ask your 3D model provider to give you the models in POD format (you can find POD converters / exporters for Maya etc. on PowerVR's website as well).