Announcement

Collapse
No announcement yet.

ARCore (Augmented Reality) Android Augmented Reality SDK

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    hi,

    I am a software developer and I was so interested in AR due to my work. We've got a project from one company which are developing an application for education and was faced with the same issue whether is it possible to use a series of 36o images in the HMD.

    Thank you in advance.

    Leave a comment:


  • replied
    Will it be possible to use a series of 360 images in the HMD, along with ARCore overlaying 3D meshes I've created ? Superimposing my 3D object over the display as it shows the 360 view in response to head rotations ?

    I need to use Matterport files with custom objects I'd like to drop over real world items.
    like replacing a sofa that was present during the matterport session, with a new improved 3D sofa.. as AR over the background 360 image being shoen from each marker.

    I'd then also like to set up teleporation locations at the markers, so when I teleport to the next 360 image, I can also see the same AR object from a different perspective

    I wont be using Matterport to actually view the room, but the Unreal Engine in combination with my Matterport data.

    Last edited by yung23athome; 09-07-2018, 09:09 AM.

    Leave a comment:


  • replied
    Android 8 - doesn't support AR applcations from Unreal Engine, all phones no longer support existing AR applications due to broken camera bug (black-screen). Please do not update your Android 7 to Android 8, I currently facing this issues and many others, we are discussing about it on this thread:
    https://forums.unrealengine.com/deve...th-ue4-ar-apps

    Leave a comment:


  • replied
    That's great to have augmented reality android. How would that work with a simple device?
    Let’s have a deeper perspective of Augmented Reality App Developers, their market demand, cost of different AR projects, average developer salaries and skill

    Leave a comment:


  • replied
    HI is ti possible to create a AR app for a low performance device like the (obviously low graphics)... if is not which is the constrain ty

    Leave a comment:


  • replied
    HI is ti possible to create a AR app for a low performance device like the sam j1 (obviously low graphics)... if is not which is the constrain ty

    Leave a comment:


  • replied
    After my test I was also disappointed that vertical surfaces are not yet detected - will be even better once we have that but obviously both AR kits are still in development and will add this in the future

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    Well simply put:
    1) it works only on a specific build of the engine from a very specific git commit. doesnt work with newer up to date proper working version of git ue4.
    2) the google AR generates a "grid" only on flat surface, but what it didnt say is that the surface is only horizontal. apple ar detects all surface.
    3) the precision of S8 real life location predicion is dissapointing.
    4) creating a simple demo of a 2 guys fighting from sequencer to appear on my desk took 24 hours. and the final visual result was terribly poor.
    5) the light detection doesn't work that well. I dont know if it works at all on ue4, but on unity it does and it's not really that much usefull
    6) there are exactly 6 ar related object parent class
    7) line tracing from camera to the grid bugs out often.
    In general I dont see how you could build anything playable with this. Just half a year of development too early, just to catch up to apple.
    Deleted the build and the repo. saved dozens of gigabytes of disc space thanks to that. i will try it again in a while. when its like.. finished.
    You can totally skip that comment, it has 0 info, I have made a project on S8, working great and in real life, it works great all the time, again it is a beta version, I have surprised about his comments. In general, I have very good experience playing with ARCore and I hope they going to make improvements by release date.

    Leave a comment:


  • replied
    Having great fun with ARcore!

    Happy to report that the new audio engine is working great. It's really something with spatialized audio in AR. Can deploy virtual sound-sources and then navigate around apartment with eyes closed..No fumbling!

    Leave a comment:


  • replied
    Originally posted by MirrorTechnology View Post
    Is anyone has compiled the "UnrealEngine-4.17-arcore-sdk-preview" from source and successed?

    I got an ERROR : MSB3075 all the time and i can't find any other way to build it...


    VS2017(1.5.3), Win10

    I was so exciting when i heard this AR core SDK, but it looks like i have to wait until the 4.18 come out next month.
    Haha you gotta read the manual PROPERLY and follow all of it and its links etc. Then you will be fine.

    My cheat-sheet after 4 days of struggling the same way, getting it all running right:

    *Windows 10 with latest insider creator update thing

    *VS15 community w/ update 3

    *after setup.bat, install codeworks, restart, run setup.bat again, then do your projectfiles.

    *do all the other stuff manual says

    Leave a comment:


  • replied
    Is anyone has compiled the "UnrealEngine-4.17-arcore-sdk-preview" from source and successed?

    I got an ERROR : MSB3075 all the time and i can't find any other way to build it...


    VS2017(1.5.3), Win10

    I was so exciting when i heard this AR core SDK, but it looks like i have to wait until the 4.18 come out next month.

    Leave a comment:


  • replied
    Anyone else has worked with ARCore so far? What was your experience?

    @AngelIV, regarding your point 1., according to the available information ARKit cannot detect walls either at this point. https://stackoverflow.com/questions/...lanes-in-arkit

    For the rest, I believe both AR kits are currently in their infancies, with ARKit probably having some more wrinkles already ironed out.

    Cheers,
    Marco.

    Leave a comment:


  • replied
    Well simply put:
    1) it works only on a specific build of the engine from a very specific git commit. doesnt work with newer up to date proper working version of git ue4.
    2) the google AR generates a "grid" only on flat surface, but what it didnt say is that the surface is only horizontal. apple ar detects all surface.
    3) the precision of S8 real life location predicion is dissapointing.
    4) creating a simple demo of a 2 guys fighting from sequencer to appear on my desk took 24 hours. and the final visual result was terribly poor.
    5) the light detection doesn't work that well. I dont know if it works at all on ue4, but on unity it does and it's not really that much usefull
    6) there are exactly 6 ar related object parent class
    7) line tracing from camera to the grid bugs out often.
    In general I dont see how you could build anything playable with this. Just half a year of development too early, just to catch up to apple.
    Deleted the build and the repo. saved dozens of gigabytes of disc space thanks to that. i will try it again in a while. when its like.. finished.

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    Tested it. deeply disapointed.
    On the videos it doesn't look any worse than ARKit for iOS. What's there to be disappointed about ?

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    Tested it. deeply disapointed.
    I am curious to know what disappointed you. Can you please elaborate on your experience?

    Leave a comment:

Working...
X