At a company I work for we're developing a 3D Reconstruction app that can be downloaded to common Android devices. In order for the reconstructions to work the best, we need to input the devices' camera sensor size (specifically the CCD width). Through the app's Play Store administration page we've seen several users using something called "Google ATAP Project Tanto Tablet (Yellowstone)". Can anyone help us know what sensor size does that tablet has? This would improve the reconstructions made on that device.
Thanks in advance!
As far as I understand, Tango Yellowstone tablet uses a combined RGB and IR camera from OmniVision, OV4682 RGB IR. You can find more specifications here:
http://www.ovt.com/products/sensor.php?id=145
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I have currently placed 1x, 2x, 3x images . It look fine in all Android & Ios Phones. But when it comes to tablet, all the images are looking small in size.
You have to make the 4x images too for the biggest like tablet
My advice for this is to use as much as possible the vector icons to avoid this kind of trouble at least for icons.
Check this post out : https://github.com/facebook/react-native/issues/4041
I am using SDK 2.3 and develop an Android application with AS-15 and 20 camera that is exclusively dealing with liveview.
I unable to obtain from Liveview a higher resolution than 640x360px, while the camera specs mention a 1920×1080/30P (HQ).
How can I get the full resolution?
Is this a limitation of the API ? Why?
I've found that some (other) cameras implement get/setLiveviewSize and with the L it says
XGA size scale (the size varies depending on the camera models, and some camera models change the liveview quality instead of making the size larger.)
What are the models with the highest liveview resolution?
I'm find hangout's dynamic resolution in google hangout webrtc version.
How to change dynamic video resolution during a call.
[Situation]
- There were three users in room.
- When switching main speaker it is changed same video's resolution (.videoWidth .videoHeight)
I would like to know how it is implemented for many peer connection.
The change your resolution you can use the Hangout Toolstrip at top center of the Hangout interface to change the quality slider from Auto to a lower resolution, but there's a part of me that thinks you might be asking about aspect ratio instead... different devices (webcam, mobile device camera, etc) present in different aspect ratio (16:9 or 4:3). Some webcams allow you to change the aspect ratio, but it's a dependent on the software provided with the camera.
I hope that some part of this was helpful.
I'm looking for an iPhone based, preferably iOS5 with ARC project that uses the iPhone4's gyro to look around in spherical coordinate system. The phone is at the center of a sphere, and by looking at the sensor output, it can understand where the camera is pointing in spherical coordinates.
I'm not sure if what I'm thinking of can be accomplished with iOS5 CMAttitude which blends sensors of iPhone4 can it?
I intend to use the project to control a robotic turret and make it be able to "look" at a particular point within a spherical coordinate system.
What comes to mind is that a 360 panorama or a tour wrist like app would be a good starting point for such a project. Is there something that is similar, open source and uses native iOS Core Motion framework?
Thank you!
If you would like to license the TourWrist technology, please let me know. For example, we license the TourWrist capture and viewer APIs/SDKs.
Dan Smigrod
via: support#TourWrist.com
I am developing a cocos2d game. I need to make it universal. Problem is that I want to use minimun amount of images to keep the universal binary as small as possible. Is there any possibility that I can use same images I am using for iphone, retina and iPad somehow? If yes, how can I do that? What image size and quality should it be? Any suggestion?
Thanks and Best regards
As for suggestions: provide HD resolution images for Retina devices and iPad, provide SD resolution images for non-Retina devices. Don't think about an all-in-one solution - there isn't one that's acceptable.
Don't upscale SD images to HD resolution on Retina devices or iPad. It won't look any better.
Don't downscale HD images for non-Retina devices. Your textures will still use 4x the memory on devices that have half or even a quarter of the memory available. In addition, downscaling images is bad for performance because it has to be done by the CPU on older devices. While you could downscale the image and save the downscaled texture, it adds a lot more complexity to your code and will increase the loading time.
There's not a single right answer to this question. One way to do it is to create images that are larger than you need and then scale them down. If the images don't have a lot of fine detail, that should work pretty well. As an example, this is the reason that you submit a 512x512 pixel image of your app icon along with your app to the App Store. Apple never displays the image at that size, but uses it to create a variety of smaller sizes for display in the App Store.
Another approach is to use vector images, which you can draw perfectly at any size that you need. Unfortunately, the only vector format that I can think of that's supported in iOS is PDF.