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Augmented Reality for Developers

Augmented Reality for Developers

By : Linowes, Babilinski
3.7 (7)
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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)
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Using Cameras in AR

One more object we haven't discussed yet that is essential for any Unity application is the Camera. Unity developers may often add a Main Camera to their project scene and not give it much more thought. But in AR, the camera is especially important.

Cameras are devices that capture and display the virtual world for the player. For rendering computer graphics, the camera's Pose (position and rotation transform), its rectangular Viewport and Field of View (FOV) together define how much of the scene is visible and rendered on the screen. The camera Pose is where the camera is pointing. The Viewport is like a rectangular window that we're looking through; anything outside the Viewport is clipped and not drawn. The Field of View defines the viewing angle. In regular video games, developers enjoy the option to modify any of these options to give the...

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