I want to use open SURF for recognition in AR in iPhone.After matching the source and destination images,I don't know how to get pose matrix from matched points of source image and destination image in camera frames.Like this blog http://computer-vision-talks.com/2011/02/markerless-augmented-reality-on-iphone/#comment-993 But he has not explained this point.Please any tutorial, code or book so that I could get the concept. Please guide me. Thanks a lot in advance.
(^.^)"Hi sorry for my English is not good if someone like correct my redaction I would appreciate this"
Hi #Rehman I'm working with AR right now and I'm using one open source his name is Aurasma aurasma is very easy you don`t have to create an additional line of code just create one UIButton and launch the AR viewController is very easy to use. Take a look
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I've been trying to make a Unity game that uses the Xbox One Kinect (V2).
I followed the instructions in this tutorial:
http://www.imaginativeuniversal.com/blog/2015/03/27/unity-5-and-kinect-2-integration/
There are two sample scenes in this zip file: (1) KinectView and (2) GreenScreen.
When I run the first sample (KinectView), the image looks warped, like the right part of the screenshot below:
When I run the second sample (the GreenScreen scene) I get a Null frame error:
Now I'm not really concerned the warping issue in the first scene (KinectView). I am concerned with the Background Removal feature in the second scene (GreenScreen). All I need is to see myself clipped against a custom background.
Can anyone help me figure out how to fix this NULL MSFR Frame issue?
I have uploaded the zipped project in case anyone is interested:
https://www.sendspace.com/file/j2ftqz
Thank you very much.
Update:
I have been messing with some of the Shader options in the Inspector, and noticed that all shader options work except the DX11\GreenScreenShader one. Some of them look like a normal video capture; others are better lit (additive/multiply/alpha blend/etc...).
Why is it that the DX\GreenScreenShader option is the only one that does not work, and instead show nothing more than a pink square.
Screenshot below.
Open the shader in question on your favorite text editor and change these two lines:
1) Line 15. from Texture2D _MainTex; to UNITY_DECLARE_TEX2D(_MainTex);
2) Line 59. from o = _MainTex.Sample(SampleType, i.tex); to o = UNITY_SAMPLE_TEX2D( _MainTex, i.tex );
Updating the shaders as shown above will solve the issue you describe.
Secondary Reference/Source: https://forum.unity.com/threads/kinect-v2-0-sdk-green-screen-demo-for-unity-3d-not-working-why.467687/
How to show Quick Help for the methods which we wrote ...?
Like for inbuilt function when we right click on it & Click Quick Help then we get all info about that method like that I want to do for user defined methods so that any one come to know that method takes which parameter and each parameter for which purpose?
For more explanation, see these two images:
Here is a solution for that. Also check apple documentation. You might have to create document set and install it in Xcode.
Edit: Here is another similar post, How do you populate the Xcode 4 "Option+Click" popover?
There is an open source tool called appledoc which helps with this. You can provide your own documentation in the header files and then run the appledoc script which will (depending on your settings) generate the docsets, install them into Xcode, create a HTML for the documentation as well as rss feeds so that changes to the documentation can be published.
There is a way to simulate the Slide To Unlock in the lockscreen? I've been looked for this in SBAwayController, but without any results :( Have anyone an idea?
I believe (if I understand your question correctly) you want to have the lockbar "unlock itself". For something like that you want to look into SBAwayView, not SBAwayController. In that class there are different methods that interact with the different lockbars. You will want to specifically look at the SBAwayLockBar which is a sublcass of TPBottomLockBar (defined in <TelephonyUI/TPBottomLockBar.h>)
You will have to poke around in the headers and see if there is any way to access the lockbar's Knob position.
Hope that helped at least a bit.
I am developing a Demo project in Xcode to draw a route between two places.
For example, from a particular starting place to end place according to latitude and longitude. However, I could not understand how to do it? With the help of google api or from any other process?
To draw a line between the starting point and ending point the best place to start is the Apple Source Code Here, it does everything and more: http://developer.apple.com/library/ios/#samplecode/Breadcrumb/Introduction/Intro.html#//apple_ref/doc/uid/DTS40010048-Intro-DontLinkElementID_2
You need to make a request to http://maps.google.com/maps?dirflg=w&output=dragdir&saddr=lat,lng&daddr=lat,lng ( more information on parameters can be found here: http://mapki.com/wiki/Google_Map_Parameters#Directions )
It will return points in encoded format, decode them using code from http://fkn1337.com/decode-google-maps-polylines-objective-c/
Construct MKPolyline object from this points and add it to the map.
If you want to draw route between two points in map view it is better to use Regexkitlite framework classes which will describe clearly how to achieve this.For reference and sample code go through this link.
http://sugartin.info/2011/10/12/drawing-route-on-google-map-mkmapview
I download IKImageBrowserView sample named "IKImageKit Demo" from Apple official website.
But I find a problem.
For example:
When I import images from folder named "A", then I delete an image.
Then I import other image (name as same as the deleted image), the thumbnail in
IKImageBrowser will not change.
How could I resolve this problem?? Thanks!
Video display: http://www.youtube.com/watch?v=f3Jue9wOdUI
I came across a reference that said the internal cache IKImageBrowserView uses looks up thumbnails by ImageUID. So if you change the ImageUID that your data source returns to be something other than just file name (maybe file name + file size), then it will be treated as a different image.
You should take a look at the IKImageBrowserItem Protocol's imageVersion method. If you need to let IKImageBrowserView know that a item has changed its image you can increment the imageVersion. This will force the view to update the cached image.
Update: Wow, old post. Looks like the documentation was updated a while after I had posted; as the other answers suggest, looks like you need to increment the image's imageVersion to update an image from cache.
After mulling over the problem for close to three hours (once I started, it was really bugging me, too!), I came to the sad conclusion that it's a bug in how IKImageKit handles images. IKImageBrowserView has a cache of images and thumbnails, and from whatever experimental data I have, I'm guessing that it just caches its images based on location on disk, and not on image data (so it can load the data lazily, I guess), so even if the actual image data can change, reloading the same file location will not update the image itself.
Of course, I could be completely wrong - which wouldn't surprise me, since there's literally no documentation on the issue, so I have nothing but results from Instruments and the app itself to guide me - but my advice to you is to ignore the issue for now, since there's nothing you can do about it, and possibly file the bug with Apple.
Of course, if anyone can introduce other evidence about this, please do! I'd love to know more about it.
Good luck!
you should want to imageVersion update or name the image of the path.
if you delete image with name "1.png" after you put image if it's name "1.png" the image browser view show the previous image so you should take care of image naming. or imageVersion method.