Augmented reality 3D reconstruction - android

I want to develop an android augmented reality application, in which app should have a function to reconstruct a destructed objects(ex : buildings/statues) as shown in the following video link
https://www.youtube.com/watch?v=WOVjISxlhpU
I have gone through metaio, wikitude and vuforia sites each has some difficulties it self. and at Last i found vuforia has a feature call Smart Terrain where it is used for 3D animation and game development , the issue is only limited tutorials available to develop a customized application.
With that above link i found armedia.it and hyperspaces.inglobetechnologies.com those too have limited tutorials with the code.
Please let me know if any other SDK available their to fulfill my app feature share if there any useful tutorial to do such for the above sdk's
Thanks in advance

I do not think that there are any publicly available tools that can help you do this, except perhaps that armedia app. Reading through it, it seems like their approach is kind of laborious and fragile (align photos of user viewpoints with accurate 3D model). If you can't work through the tutorials these tools have, then posting here isn't going to get you what you want: SO is for asking specific technical questions (e.g., help fixing problems in code you have tried to build), not for general guidance and help.
FWIW, Vuforia's visual tracking will not work for something like this, I don't think, as is aimed at MUCH smaller scale things (for which you can build a target or object); typically things smaller than a person. Metaio is no longer available (Apple bought them).
Non-visual tracking (GPS + orientation) is not sufficient to attain this kind of tight registration.

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How to do an Augmented Reality SDK on our own

Hi we are a small unit from Chennai having 3+ years of exp in Android programming. We have planned to move to Augmented Reality concept and we have decided to built the AR SDK from scratch! But we have no clue on where to start. We have already used KUDAN AND VUFORIA which are best at its sources but commercial. We know the principle behind the working concept of AR.
So what a SDK developer will plan before diving into coding? Kindly please dont close or downvote the question because as a 3+yrs experience we need some kind of more informations to achieve the task! Thanks for your support
First of all, you should know a bit more what this task require of you - you decided to do it from scratch without ANY effort estimation and cost estimation, because you do not know what is involved... This sounds like it might be a problem for you. I would strongly recommend making sure no AR open source SDK can assist you, since this is not a small project.
Now, if you insist... What I would suggest is to first set your goals - comparing to existing SDKs which you have examined, what do you want to achieve (performance-wise, memory-wise, API-wise, etc.).
Then, learn what feature-detection algorithms may be involved in order to achieve the required results, what type of system is required architecture-wise in order to meet the requirements. Design the architecture carefully, as the frame rate is the most critical issue usually on mobile AR apps. Also use the experience you got while trying to use other SDK-s - what was hard for you to use? What were you missing?
Once these are done, go and search for the technology to use - mainly, image processing library (such as OpenCV, and others).
Then, only then, you should start coding your SDK...
This is only the tip of the iceberg - you are up for a very big challenge.

Vuforia eclipse from scratch

I have been looking for this for ever on the internet, but I can't seem to find it:
I want to create an augmented reality app for Android using Qualcom Vuforia and Eclipse.
Compiling and installing the Vuforia sample app worked, but I just don't get the logic of all behind it.
Do you know a thinner/ lighter tutorial for starting with Vuforia? (NO UNITY!!)
It is not very clear what exactly you are looking for - a tutorial for starting with it is one thing, and understanding the logic behind it is another thing...
Anyway, you can start here:
Getting started with Vuforia.
What exactly it is they are doing would not be revealed, of course, as it is not an open-source library, but you can learn some things from the Articles section. They have explanations on several topics, one of which could also assist you to better understand what's going on there:
Natural Features and Image Ratings

Implementing Vuforia Extended Tracking Without a Marker Source

I am developing an augmented-reality app to be used on both Google's Project Tango tablet, and on ordinary android devices. The AR on the normal devices is being powered by Vuforia, so its libraries are available in the development of the app.
While the Tango's capabilities offer a unique opportunity to create a marker-free AR system, the Pose data has significant drift that makes it difficult to justify Tango development due to the data's instability.
When Vuforia was being researched for eventual inclusion into the app, I came across its Extended Tracking capabilities. It uses some advanced Computer Vision to provide tentative information on the device's location without having the AR marker onscreen. I tried out the demo, and it actually works great. Fairly accurate within reason, and minimal drift (especially when compared to the Tango's pose data!)
I would like to implement this extended tracking feature into the Tango version of the app, but after viewing the documentation it appears that the only way to take advantage of the extended tracking feature is to activate it while viewing an AR marker, and then the capability takes over once the marker disappears from view.
Is there any way to activate this Extended Tracking feature without requiring an AR marker to source its original position, and simply use it to stabilize and correct error in the Tango's pose data? This seems like the most realistic solution to the drift problem that I've come up with yet, and I'd really like to be able to take advantage of this technology.
this is my first answer on stack overflow, so I hope it can help!
I too have asked myself the same question for vuforia, as it can often be more stable with extended tracking than with a marker, like when far from a marker, or/and at an angle for example, it can be unstable, if I then cover up the marker, therefor forcing the extended tracking, it works better! I've not come across a way to just use extended tracking, but I haven't looked very far.
My suggestion is that you look into maybe using a UDT (user defined target) In the vuforia examples, you can find how to use UDT. They are made so that the user can take a photo of whatever he likes as a target. but what you could maybe do, is take this photo automatically, without user input, and the use this UDT, and the extended tracking from the created target.
A suggestion I thought useful. Personally I find the tracking of the tango amazing and much better than vuforia's extended tracking (to be expected with the extra sensors) But i suppose it all depends on the environment.
Good luck, hope this suggestion could work,
Beau

Is there a Framework that recognizes a 3D image and send to a video?

Is there an android Framework that can be used in an app to recognize a 3D image and send the user to a video. This should fall under augmented reality, but so far everything I have viewed uses 2D image and stuff to produce a 3D image on the screen... My situation is backwards from that. I tried using vuforia but I couldn't get the sdk to work, and unity needs an android license. DroidAr doesn't seem to fit the bill either. Or are there any tutorials on this matter? Thanks.
I have not used the feature, but Metaio has a 3D object, "markerless" tracking feature as well as the ability to do video playback within the SDK. I am sure if you would rather simply redirect to a video (YouTube) or something this would not be exceptionally difficult.
http://www.metaio.com/software/mobile-sdk/features/
Metaio's mobile SDK is similar to Vuforia, so if you had trouble with that you might have difficulty getting it up and running. If your programming skills aren't up to that, you might consider looking into Junaio, an AR browser made by Metaio. With Junaio you simply create a content channel rather than having to build the app from scratch. Again, I have not actually tried this feature yet but the documentation seems to indicate that 3D tracking is available in Juniao:
http://www.junaio.com/develop/quickstart/3d-tracking-and-junaio/
Good luck!

What advantages cocos2d-android does provide over android 2d

I have seen several posts here about cocos2d-android, so ambition to get more idea on it drag me at coco2ds-android-1 and a good example .
My analysis can not find any significant benefit of using coco2ds instead of usual 2d approach of surfaceView and SurfaceHolder.Callback .
I will be thankful if anybody have expertise over coco2ds-android will guide me about benefits to use it instead of usual gaming approach .
Just by clicking on links starting from the ones in OP, I have came across http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/ - which states the obvious answer you are looking for.
First of all, this is a 2D gaming engine. All of the physics and whatnot effects are just there for you. No need to re-implement from scratch
Secondly, this is actually a port of the iPhone gaming library with the same name - great news if you also plan on porting to iPhone. And thirdly it is open sourced, meaning you can tweak anything accordingly.
I have noticed however that this is a pure java library, so do not expect amazing performance. If performance is critical, google for something NDK based, not SDK based. I could not advise here as gaming is not my thing.

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