Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Friday, November 2, 2012

Selltic Augmented Reality Renault Clio 4

Selltic Augmented Reality Renault Clio 4 from diotasoft on Vimeo.



Selltic is a set of technological solutions intended to support sales. Our augmented reality based systems are aimed to enable vendors to emphasize, comprehensively, the full potential of the product, directly in the real context.

For more information visit selltic.eu

Sunday, May 27, 2012

BlippAR

If you still don't know waht AR could be good for. BlippAR presents some nice ideas.


Monday, March 12, 2012

Sony UK presents its markerless tracking technology Magnat for PS Vita at GDC 2012

At GDC 2012 Sony UK has presented its new markerless tracking technology for PS Vita called Magnat. The technique allows to track basically any textured 3D environment.

The algorithm is able to initialize itself without any need of markers or pre-learning phase. It is also able to detect planar surfaces in the cloud of reconstructed 3D points. This allows the user to add 3D objects interactively.

Since those planar surfaces can easily be triangulated and the corresponding real video texture is known, they are able to deform these surfaces and render them for example liquid. See the second video for this nice effect.

While I have no further information about the actual algorithm that is used by Magnat, my first guess would be a variation of the popular Parallel Tracking and Mapping approach presented by Klein in 2007.



more videos after the break

Monday, March 5, 2012

Qualcomm presenting mobile 3D tracking at MWC 2012

"Sesame Street Augmented Reality Dolls Take AR to the Next Level"

Metaio Markerless 3D Tracking using Gravity Aware Algorithms

Metaio has announced to release in mid mars 2012 its new Juneio SDK, which will include a feature to track 3D objects and sceneries without markers. Metaio could win last tracking contest at ISMAR 2012 using this technology. The first video shows some insights of the gravity aware algorithms that were implemented to allow stable mobile markerless 3D tracking.

Markerless 3D Tracking Technology Video




History of Mobile Augmented Reality

Very nice compilation of the history of mobile augmented reality. From the first head-up-display in 1968 by Sutherland until mobile SLAM by Klein. This list was created by the members of the Christian Doppler Laboratory for Handheld Augmented Reality.

Mobile Augmented Reality History

Thursday, August 11, 2011

Talk on mobile Augmented Reality at Paris Android User Group (Paug)

Hi there,

here is the video of our mobile augmented reality talk given at Paris Android User Group in june.

In the first part Atef Haouari presented a technique to create a mobile AR application for Android using position (GPS) and orientation sensors. There is a recap of the entire talk here.

In the second part (from 1:07h), I present some of our work in the area of vision based mobile augmented reality for Android using the Qualcomm AR SDK (QCAR) and Unity3D.

The presentation was held in french. Sorry for all the non-french speakers.



Watch live streaming video from parisandroidug at livestream.com

Wednesday, August 10, 2011

The Augmented City

Metaio just released a new video of their recent The Augmented City demo. Looks like they finally implemented a quite stable markerless visual tracking (SLAM??). The 3D rendering and animation is very fluid and appealing as well. Will be interesting what else they will announce on their upcoming insideAR conference in september in Munich.



Sunday, August 7, 2011

AR Game using SLAM on IPad2

13th Lab recently released their new AR shooter Ball Invasion for IPad2. It uses "NASA" technology to track the environment and integrate the virtual objects you can shoot down.
Basically, they implemented a mobile version of SLAM that works pretty well in front of planar textured surfaces, like a wall for example. The shooter is fairly simple. The concept is not really new or innovative, neither are the graphics, but they got a point to have brought SLAM technology to the IPad2. It works quite stable though.

Thursday, August 4, 2011

The Augmented Reality Korean Unification Project

"The Augmented Reality Korean Unification Project unites North and South Korea with augmented reality [AR].  The project tries to heal the scars left by years of conflict in the Korean peninsula by removing the Korean Demilitarized Zone [DMZ] and returning it to its natural state before Korea was divided. The public may view Korea as a unified country as it once was.  The Korean Unification Project removes weapons, checkpoints, fortifications, barriers, walls, and all reminders of the ongoing conflict from the Korean landscape."

Link
The Augmented Reality Korean Unification Project

Monday, August 1, 2011

Qualcomm AR SDK for iOS (IPhone & IPad)

Hi there,

just got my hands on the new Qualcomm AR SDK for IPhone and IPad, which you can download here. I tested the plugin Unity3D 3.4 and it works as smooth and easy as the earlier released Android SDK . There is also an SDK for XCode available, but I didn't test it yet. It's just so much easier to do some initial prototyping with Unity.

On a first glance it is very much the same as the Android SDK. There is the ARCamera object and the image targets. So if you familiar with the Android release you could probably port your project very fast to iOS. Which is great news.

An initial test (image right) using the standard Teapot example with two markers runs perfectly on IPad2. I did not measure the framerate for the moment, but I think it is far from touching the IPad2 resource capacities.

To get started Download the QCAR Unity plugin for Unity3D (you need the most recent Unity3d 3.4!). Unzip, install the included app and it will extract multiple Unity package files among you will find QCAR-ImageTargets.unitypackage. Load (just double click) this package into Unity3d and choose the delivered test scene. It contains two targets, each visualizing a classic Teapot. Deploy for iOS. Unity3D will create now the corresponding XCode project, which you can compile in XCode and deploy on your IPhone or IPad.

Have fun

Sunday, July 17, 2011

Plugins for Unity3D

Hi there,

during the following weeks I will write a small series of posts about plugins for Unity3D. In particular how to create plugins for Android and Windows applications.

While Unity3D already comes with a big amount of features, not all of them are available on all platforms. Especially the mobile platforms lack of many functionalities. Using plugins, you can use additional features in your project. You can integrate your own sound plugin, give access to a particular render engine or use other external APIs. Plugins can also be very useful if you already possess a library with functionalities that you are interested in using.

Unity3D allows you to write your individual plugin, which you can access through interfaces (C# or Javascript) inside your project. The integration of your own plugin is not necessarily difficult but can easily become cumbersome, if you are not familiar with concepts, like Dllimport or JNI.

The basic structure of a Unity3D plugin consists of multiple layers. At Unity level a Javascript/C# interface layer, a layer that serves as a wrapper (like JNI), and finally your_library layer (C/C++/Java). The underlying concept of such an approach is to define interfaces (interface layer) that will give you inside Unity access to methods implemented outside of Unity, for example in a particular library (your_library Layer). Such access is often realized using a wrapper, like JNI (wrapper layer). JNI (Java Native Interface) is a popular tool to access native (C/C++) code from Java, which you might know if have already worked with the Android NDK (Native Development Kit).

In the following, I present an overview of the some common methods to access external functionalities on the Android and the Windows platform.

Android
A very easy way to access a particular Android function from Unity3D, without the need to implement a particular plugin, is the AndroidJNI interface provided by Unity3D. The wrapping is done internally by Unity3D, so you do not have to worry about that. The drawback is that you can only access functions provided by the Android SDK Unity3D is linked to.

Accessing Android from Unity3D via AndroidJNI interface

There are basically two ways to implement Unity plugins for Android applications. Firstly, using Java and the Android SDK or secondly in C/C++ using the Android NDK, as illustrated in the following illustration.

Accessing Android from Unity3D using JNI

Windows
Plugins for Windows applications are implemented using a so called Dllimport, that gives access to an external shared library (dll) under Windows.

Access to an external dll library


In the several follow up posts I will go in more detail on each of these approaches.

Links
Unity3D Plugins Documentation

Monday, July 11, 2011

Breizhcamp Recap

Hi there,

Last friday I went to Rennes to give a talk at the Breizhcamp on mobile augmented reality for Android using the Qualcomm AR SDK and Unity3D. Bassically an extended version of my previous PAUG talk in Paris. Slides are below. There will be as well a video I will post as soon as I get my hands on it.

Anyway, Breizhcamp was really cool. A lot of nice presentations around GWT, .Net, Android, iOS etc. There was also a talk about Kinect, which was interesting and quite entertaining at the same time.

Breizhcamp Rennes 2011


Slides of my mobile AR talk at PAUG now online

Interview at Droidcon 2011 in Berlin

My interview (in german!) with Golem.de at Droidcon in Berlin march 2011 on mobile Augmented Reality. Link to the article Golem.de http://www.golem.de/1103/82345.html

Initial thoughts on mobile AR (SDKs)

Novel augmented reality SDKs allow developers to create a new generation of innovative augmented reality games and applications for mobile devices that use Android. This new technology is able to estimate the handhelds’ pose from almost any desired 2D image or photograph.

Thanks to increasing performance of modern mobile devices, innovative operating systems and powerful third-­‐party libraries, developers are able to create a new generation of augmented reality applications. Such apps are able to locate their position and orientation (pose) in space, using cutting edge computer vision algorithms. This way, virtual information can easily be integrated into a real environment in real time, which is known as mobile Augmented Reality (AR).

One of the first mobile AR applications was Layar. It used integrated sensors, like GPS, compass and accelerometer, to determine the device approximate position and orientation. In the following, virtual information about the environment was integrated in the captured video image.

Another approach to augment reality uses computer vision algorithms. Instead of using sensors, it determines the cameras’ pose using a visual reference, which is usually a 2D image (marker). One popular application that proposes such an approach was ARToolkit. ARToolKit was early ported to Android (NyArtoolKit), but has never been really successful due to bad performance and the inflexible marker design.

Today, a novel generation of computer vision algorithms are able to estimate cameras’ pose from natural features inside the environment in real time. This means, that almost any 2D image or photograph can be used as a reference, if it contains a minimum amount of visual information (features). Therefore, almost any 2D image can be used as a reference marker to allow the tracking algorithm to extract the camera pose in real time on a mobile phone.

In October 2010, Qualcomm released a free SDK (QCAR) for Android powered devices, which uses such advanced visual tracking algorithms. The SDK can be used in combination with the Android SDK or NDK. There exists also a plugin for Unity3D. Using these tools developers can create mobile augmented reality applications, like games.