No support for CPU image access - arcore

I am looking to get an Android device to try ARCore development for the first time. I had my eyes on the Pocophone but in the list of compatible ARCore devices (https://developers.google.com/ar/discover/supported-devices) there is a comment for all Xiaomi's devices that there is "No support for CPU image access".
I have found any information on what that means on how will limit me and affect me.
Can anybody explain this limitation?

I have been using Mi 8 for development and realized that acquire Image function was not working properly.
ArCore Acquire Image
https://developers.google.com/ar/reference/java/arcore/reference/com/google/ar/core/Frame#acquireCameraImage()
After reporting the issue it was tagged as a bug and now ArCore team has finally updated that Mi Phones are not capable of executing the function.
So if you are planning on Image Processing, saving image or any other operation that needs access to the image. Don't buy Pocophone !!
The other functionalities like tracking and light estimation work perfectly.

Related

How to prevent Web-Audio on iOS from switching to mono when accessing the microphone?

we are developing a web app, that is supposed to play high quality stereo in combination with accessing the microphone input. We got this to work on all android and pc browsers, but the iphone is refusing to do this properly. We nailed the problem down to the access of the microphone input by "getUserMedia". Web audio plays stereo, until the microphone is enabled. Then, the quality drops and the output goes to mono. I have researched this problem in the internet, but only found posts that are several years old. My hope is, that things have changed in the meantime and solutions have been found. It seems like the phone is switching into some kind of "call mode". I would like to avoid this by either overriding corresponding settings or maybe by using a different way than using web-audio to play the stereo signal. I am open for any ideas. The worst case seems that we have to develop a dedicated native app for ios. If there is any workaround to make this happening in a web app, this would be highly appreciated. If desired, I can provide code snipplets, but I think, at this moment the problem should be clear.
BTW, in android we had similar problems and found that "Dolby Atmos" setting is causing strange mixing down to mono under certain circumstances. Switching it off fixed the android issues. Maybe this helps somebody else and maybe there are global settings on the iphone as well that could cure the problem..
Thank you very much in advance!
Cheers,
Chris
The worst case seems that we have to develop a dedicated native app for ios.
Unfortunately, this is the path forward most likely to yield success for you (if you haven't already figured this problem out, since I'm answering your question almost a year later).
The audio I/O device landscape is complicated, and there are several standards and factors that play into the quality of audio input and output an application yields. For instance:
Is the audio input device the same as the audio output device?
If yes, is the audio I/O device Bluetooth?
If yes, it's unlikely that the Bluetooth audio device supports stereo audio out and simultaneous audio input. Few I/O devices support that, and few host devices support that.
If yes, which Bluetooth version does the I/O device support?
Which operating system is the host device running?
Does the host device's operating system support the selection of audio input and output devices separately?
How much access to the host operating system does your application have?
For example, if your application is running in a browser, your application will have significantly less control over the host device's operating system's audio subsystem.
I have been trying to work around this problem recently, too. Another developer did a detailed investigation of this using a spectrum analyser and scope, and didn't have any luck either: testing iOS audio play/record with scope.
I think building a native app will end up being inevitable, and would also fix the myriad other problems with Safari web audio. Either that or wait until Apple fixes the bugs or implements AudioWorklets.

Audio in Unity WEBGL on IOS devices

I have a problem getting my audioclips to play on ios devices in webgl. I have seen other games with audio working so i know it is possible. Now after 3 days of trying to fix the issue with no luck i really hope you can help me with the problem. I know a solution where you can add some meta tags and save it as a Webapp on your phone. But that is not the solution i am looking for.
Here is an example of a game where the audio works fine in an ios browser http://temple-run2.com/
I quote:
Note that Unity WebGL content is not currently supported on mobile devices. It may still work, especially on high-end devices, but many current devices are not powerful enough and don’t have enough memory to support Unity WebGL content well.
more info
As so, uncontrolled behavior may (very likely) occur on mobile devices.
I know a solution where you can add some meta tags and save it as a
Webapp on your phone.
What is wrong with just building to iOS nativly?
If you really need 3D content in a webbrowser that's supported on mobile devices, take a look at threejs

Method for demonstrating iPad application in online meetings

We have recently developed an iPad application and now need to start demonstrating it to customers and prospects as part of our overall product suite during webinars. As part of our Agile methodology, we also need to periodically review the application with key customers without having to distribute it since the application is not a standalone application and requires a connection to web services installed at each customer site.
We have searched high and low for any solution that doesn't involve rooting the device but have been unable to find one. The most common suggestion seems to be to point a webcam at the device, but that comes across as very unprofessional.
I know that there are VGA out adapters that can be plugged into the iPad and we have used these to present through a projector when the customer is physically present, but this is a relatively rare occurrence. Perhaps there are solutions that we are unaware of that can be used to send VGA output back into a desktop device for screen sharing?
Put a Slingbox on your LAN and connect the iPad video to the Slingbox video input. Then use a web browser on your computer to view the Slingbox feed and share your screen with WebEx as usual.
EDIT - BTW, there are other gadgets besides the Slingbox to get composite video into a computer such as Elgato Video Capture to name one.
A better option would be to use http://www.reflectionapp.com/
(Im not affiliated with the company).
I use this app.
http://www.airserverapp.com
It can be used with Windows or Mac.
Easy to use -- the only trouble I have is I keep poking my PC instead of the iPad.

IOS sdk 4.3 and camera effects like mirror, blur, thermal... etc?

There were many voices about camera effects on IOS SDK 4.3 (as you can read here), after the final release i can't find anything about that on Apple API change log.
Was it my fault and i made inaccurate research with google and Documentation ? Anyone knows anything more about this subject ?
These effects are available via PhotoBooth on the iPad2 but not in the SDK as for as I am aware. Looking at the names PBThermalFilter for example it'd seem that may be the case.

Saving video screencast of iPhone application

Is there a way to capture video of a screen from your own application? As far as I see there is no way to do it with UIImagePickerController (cameras only), but maybe there is a way to do it with iOS 4 AV Foundation or Core Video?
There seems to be two ways of capturing the content of the application while it's running:
Use the private API UIGetScreenImage() function which seems to be accepted by Apple now;
Use the following thread's captureView method to capture the image.
You'll have to capture it at many times per second (I guess 24 times should be ok for human eye persistence) then you'll have to produce the movie. Perhaps you could use the ffmpeg iphone port.
Alternatively, if you'd like to capture your application's running for a demo, your best bet would be to run your application on the simulator and use a Mac OS X screencast software to capture it. See also SimFinger which "bundle of little tricks to make a screen capture of the iPhone Simulator suck less".
Finally, perhaps the following StackOverflow thread might help you produce better screencasts.
SimFinger and ScreenFlow are great if you can shoot in the simulator.
If you have to shoot on the device (e.g. when accelerometer, GPS, camera, etc. are used) you currently have to resort to the jailbreak world. The app "Display Recorder", available for $5 in the Cydia Store, allows to create an AVI movie of the iPhone's screen content. This works across all apps. There's a YouTube video showing it. The movie files can then be uploaded to YouTube or pulled off the iPhone via the built-in web server.

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