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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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Building the earth


According to the Bible, in the beginning, the earth was unformed and void. But in Unity, it starts as an untextured sphere. 3D objects in Unity, such as spheres, cubes, or arbitrarily shaped meshes, are rendered by default using an untextured default material.

Materials define the details of how the surface of an object should look, usually using texture images. A texture is an image that is mapped onto the surface of an object as if it were painted or was a wallpaper. This is referred to as the Albedo texture or surface reflection. Advanced materials can use other textures to simulate additional surface detail, bumps, rust, metals, and other physical characteristics.

Suppose a sphere had a surface texture like this:

The texture unwrapped from the sphere and flattened into a 2D image is called an equirectangular projection, as shown in the following figure, much like you would find in the maps of the world (see https://en.wikipedia.org/wiki/Equirectangular_projection). This...

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