Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Markerless building and running


An early premise of this project was to use markers to trigger the solar system AR graphics at the target location and use the bar code on the markers to select the planet or sun-centric view. There is an alternative markerless approach to AR, one that Microsoft coined as holographics.

With holographics, or anchor-based AR, the viewing device is able to scan your environment and map its 3D space. When you add an AR graphic to the scene, it is anchored at a specific 3D location. It uses its sensors to scan and model the 3D space.

This type of AR scene does not use target recognition. Target images and markers are not needed, nor are they usually supported in the toolkits. Therefore, we do not need to use Vuforia at all. We will do our iOS implementation using Apple ARKit and our HoloLens implementation using MixedRealityToolkit for Unity from Microsoft.

We used markers to select which planet to view in the center of the scene; the user experience will be different...