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I created an ARKit app using SceneKit Framework. I want to bring it over to ARCore but using straight OpenGL seems daunting.
Is there a high-level scene graph framework like SceneKit for Android developers that can help to import and render 3D models?
ViroCore is a SceneKit for Android. With ViroCore you describe scenes at a high level in Java, without having to implement rendering algorithms yourself in OpenGL. It has built-in integration with ARCore, and its rendering feature-set is equivalent to SceneKit.
It's also thoroughly documented, with development guides, a full Javadoc, and code samples. A good starting point is trying out this AR retail code sample -- it's a full ARCore application written with ViroCore.
Here's the LibGDX and ARCore blog too: https://medium.com/#wilkinsonclay/investigating-arcore-with-libgdx-f69b83764118
You could use https://github.com/Rajawali/Rajawali or https://libgdx.badlogicgames.com/ for this purpose. A good start for Rajawali and ARCore is this blog post https://medium.com/#alex_dennis/intro-to-augmented-reality-development-with-tango-b9ea2923bdea. It's about Tango but as ARCore is based on Tango the concepts and APIs are almost the same.
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I have been looking for an up-to-date answer to the question:
What is the recommended AR Framework to use for Android App development?
I want to start to learn AR so a framework with tutorials, community, etc... is preferable. So far the 2 that popped out are: Vuforia (Free version / License) and ARToolkit (Open-Source).
While looking I didn't find a lot of content for developing in Android Studio, why is that? There's plenty of Unity + Framework X content, but none for Android Studio.
Looking for people to shed some light on this and share his/her experience developping AR apps.
Thanks already
Before it was Metaio, but it was bought by apple. I used for many years and it was ok but it is not available anymore for Android.
Aside from what you mentioned there is also Wikitude SDK and DroidAR:
Wikitude SDK
DroidAR
There might be more but so far I haven't heard. It is also worth tracking the future development of Vulkan Api.
Vulkan
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I've been looking into AR recently because I decided I should use it for my Android app and I found about Unity and Vuforia, which is probably the simplest way to implement AR. I've never before used Unity so I'm a complete beginner to it.
I've followed this video: https://www.youtube.com/watch?v=YvSrZqP0elQ and it's working on my phone.
Vuforia uses marker, which I don't want. I would like for it to render AR image on the ground. More accurately said, I would need it rendered so that it is vertical to your body and horizontal to the floor.
Is there a way to do this in Unity with Vuforia? It would be great if I got any kind of help, for example link to useful resource or documentation, explanation or even example. Thank you for your help.
Vuforia does not provide markerless. They hqve smart terrain but seems to be oriente for games and has not been updated for years.
There are some SDK available like Wikitude, but they provide it as beta.
http://www.wikitude.com/blog-wikitude-3d-tracking-beta/
I think ARToolkit does something similar called Natural Feature tracking (NFT).
http://artoolkit.org/documentation/doku.php?id=3_Marker_Training%3Amarker_nft_fiducial_markers
What you may look for is SLAM but beware that the technology is not yet mature.
There is Kudan but it also has limitations as it seems to rely on hardware. Gyro for rotation so some Android device won't do.
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I'm working on a multiplatform application for windowsphone, iphone and android. I do this using visualstudio(phone sdk) with monoplugin (monotouch and mono for android for the other two platforms). The c# you write the code in is compiled to native code for al three platform.
my Question(S):
I'm looking for a graph drawing library that is based on the .net (silverlight) framework. Because if I get the library working on windowsphone, it should be able to work on the other two platforms (with the help of mono). So, does anyone know (or recommend) a graph library?
Has anyone here ever done something similar and if so? what library did you use.
You probably won't find such library - unless you resort to using a HTML View with a Javascript Drawing Library on all platforms. I for one would stick to exposing the relevant data from your View Model and use some code-behind in your platform specific view to adapt your graph library of choice for each of the platforms to deal with the data exposed by your View Model.
There is one library i found, that atleast implements the basic draw functions across the three mono sdk's.
It can be found here:
https://github.com/praeclarum/CrossGraphics
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I'm looking to do basic eye tracking using an Android tablet, hopefully to track the users eyes to allow movement of a cursor around the screen. I've been doing some searching, I've read a little bit about OpenCV and FaceL and have seen an example in another SO question here showing it is possible to track eye movement on android.
I was wondering if anyone knows of any good tutorials or sample code that would be good to refer to or work from? I'm looking for anything that can help me figure how to get this working. Even in its most basic form.
I found your question via comment.
FaceL use OpenCV too, but with python wrappers.
For basic ideas I recommend this:
eye tracking
eye detect
but they are in native C API (OpenCV 1.X), OpenCV 2.3 java wrappers use C++ API (OpenCV 2.X) syntax, so Mat instead Iplimage etc.
You can see new syntax in:
template matching
On android you can choose two way to access OpenCV - JAVA API (70% functions) or C++ (with android NDK)
Im using java side and think, all functions you would need are accessible via java side.
Hope that helped you a little ;)
Try Opengazer. Actually it is used in PC (linux/Mac). But you can get an idea where to start.
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This is just a curiosity question.
I've started developing with AndEngine a 2d openGL game engine and I was wondering which engines the big sw houses are using to develop a game.
Thank you very much.
Unity3d is being used by a lot of of professional developers and software houses. It is very popular because of its simplicity and many consider it the best engine among those that cost less than a million dollars.
Those developing popular high level games use purchased/custom developed engines, many of which are pretty expensive.
Unreal Engine is another example.
Here is a list: http://www.xing.com/net/androids/android-game-engines-engines-list-553242/android-game-engines-engines-list-29951892/
min3d might be worth looking into.