Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Augmented Reality for Developers
  • Toc
  • feedback
Augmented Reality for Developers

Augmented Reality for Developers

By : Linowes, Babilinski
3.7 (7)
close
Augmented Reality for Developers

Augmented Reality for Developers

3.7 (7)
By: Linowes, 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 (10 chapters)
close

Summary

In this chapter, we introduced you to augmented reality, trying to define and describe what AR is, and what it is not, including comparing AR to its sister technology, namely virtual reality. Then, we described how AR works by separating handheld mobile AR from optical eyewear AR devices. In both cases, we described the typical features of such devices and why they're necessary for AR applications. Traditionally, AR is accomplished using video see-through and preprogrammed targets, such as markers or images. Wearable eyewear AR and emerging mobile devices use 3D spatial maps to model the environment and combine virtual objects more realistically because they can do things such as occlusion and physics between the real-world map and virtual objects. We then reviewed the many types of targets, including coded markers, images, and complex objects, and summarized many of the technical issues with AR, including field of view, visual perception, and display resolution. Finally, we looked at some real applications of AR, including those illustrated with projects in this book.

In the next chapter, we get to work. Our first step will be to install Unity and the major AR development toolkits--Vuforia, ARToolkit, Apple ARKit, Google ARCore, and Microsoft MixedRealityToolkit--on your development machine, either Windows or macOS. Let's get to it!

bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete