So currently I'm still using the free trial. I have been played with several 2D features (scanning, tracking) of wikitude. However, when I tried to load some more advanced features like 3D tracking, 3D marker and 3D model at geolocation, I couldn't get anything in my screen. Does that means I can't use those features with free trial?
As per wikitude documantation
Wikitude 3D Tracking is NOT part of the free trial license you can generate on the license page. You need to request a separate trial license using this form.
Related
Im quite confused about creating an IndoorMap for our company to display it on iPad's.
Regarding to the new IndoorMaps-Program from Apple I thought I found the perfect solution. Nice examples are shown at some airports in the official Maps App.
But the more I dig deeper into this topic, I understand less and less.
At airport indoor maps, provided by Apple directly, the max. zoom level is nearly disabled. You can zoom insanely deep into the indoor map (close to 5m). When I am creating a map with MapKit I can zoom not even close enough to a building, to fill it fullscreen. Is it even possible to get that zoom level as a private developer?
In the documentation about IMDF-files they mentioned, that as an private developer,
you will need to create IMDF yourselves. The good news is there are a number of third party platforms and tools that can make creating and updating IMDF easier. See section on third party platforms below.
So I studied these third party platforms and noticed, that I can only create IMDF, when I am using it together with their provided software and map-SDK's. So I would make me dependent to another platform and SDK, which isn't in my interest. I didn't found anything about one platform/software to simply convert some floor plans to IMDF. Where is the trick? Am I thinking to complicated?
The most confusing part of IMDF is: What is IMDF exactly? Third party platforms advertise it with the new file for indoor maps. Apple on the other hand, mentioned that
IMDF is a data model that is used to describe an indoor space. IMDF is output as a set of GeoJSON files.
So is it a file or a format? Would it be enough to get a tool to create GeoJSON-files?
Maybe somebody got a little bit experience with this topic and can get me some hints for my questions or can even suggest another simpler and better solution to display indoor maps for example warehouses.
The Indoor Mapping Data Format is Apple's way of modeling how to map indoor spaces. An IMDF archive is one manifest.json file with many .geojson files which are tightly related to the id property in some of the GeoJSON.
See the IMDF Sandbox link to get a sample IMDF archive from Apple
If you are building indoor maps for your example warehouse, and you want to stay independent of other parties, then you need to create your own GeoJSON. You would use the IMDF Sandbox from Apple to validate and/or report any issues you may have with your IMDF archive.
You mentioned a few links above, let me summarize your links plus a couple of others that we used to learn development of our IMDF solution.
Indoor Mapping Data Format — https://register.apple.com/resources/imdf/
Introducing the Indoor Maps Program - https://developer.apple.com/videos/play/wwdc2019/245
Video 245 from WWDC 2019 describes the IMDF Sandbox — https://register.apple.com/indoor/imdf-sandbox
Because building and understanding IMDF can be a bit more complicated, there is the IMDF Sandbox, a tool for visualization, archive inspection, editing and experimentation with an IMDF archive.
Adding Indoor Maps to your App and Website — https://developer.apple.com/videos/play/wwdc2019/241
Video 241 from WWDC 2019 gives sample MapKit & MapKit JS projects
Displaying an Indoor Map — https://developer.apple.com/documentation/mapkit/displaying_an_indoor_map
Displaying Indoor Maps with MapKit JS — https://developer.apple.com/documentation/mapkitjs/mapkit/displaying_indoor_maps_with_mapkit_js
I apologize that this was downvoted by someone, it's likely that someone deemed it not a programming question. I thought it a worthwhile question enough to answer.
To answer your questions:
What is IMDF exactly?
See https://register.apple.com/resources/imdf/Reference/#archives
Datasets MUST be delivered as ZIP compressed archives
Archives MUST contain a Manifest object supplied in a dedicated file named manifest.json
Features MUST be packaged as homogenous GeoJSON FeatureCollections
Is it possible to create IndoorMaps like airports from Apple with IMDF?
Yes, See the IMDF Sandbox link above, as they have an example of Victoria YYJ International Airport
Is it even possible to get that zoom level as a private developer?
Zoom level or MKMapView.CameraZoomRange would have to be determined empirically.
If you are familiar with GIS solutions, ESRI has a own indoor mapping template using which you can create Indoor maps and then export them into IMDF format.
The process should be:
Map you components and path using the ArcGIS Pro of ESRI and store them in a geodatabase.
Getting Started with ArcGIS Indoor Maps
Complete you map test the paths and openings using navigation tool to make sure everything is perfect.
Export the existing geodatabase into IMDF format using the Generate Unit Openings tool.
Export Indoor Maps data to IMDF
I'm researching AR frameworks in order to select the best option for developing conference call/ meeting application for ODG glasses.
I got only a few directions for selecting a framework:
Performance of video streaming (capturing and encoding) must be watched closely to avoid overheating and excessive power consumption,
Should support extended tracking and
Video capturing should not be frame by frame.
I have no experience with AR field in general, and I would really appreciate if you can let me know your opinion or to give me some guidance on how to choose the best-fitted framework.
For ODG, you should use Vuforia according software details :
Qualcomm Technologies Inc.'s VuforiaTM SDK for Digital Eyewear
Vuforia supports extended tracking. According to what you are asking, you'll need more than just an AR SDK. You'll need to identify what you want exactly. Do you want an application that let the user see with who he's talking or do you want some holographic stuff? Depending on what you want, maybe smartglasses isn't what you need and at this point you should try to learn more about the differents SDK out there. I suggest you to look at this and that.
I have been working Augmented Reality for quite a few months. I have used third party tools like Unity/Vuforia to create augmented reality applications for android.
I would like to create my own framework in which I will create my own AR apps. Can someone guide me to right tutorials/links to achieve my target. On a higher level, my plan is to create an application which can recognize multiple markers and match it with cloud stored models.
That seems like a massive undertaking: model recognition is not an easy task. I recommend looking at OpenCV (which has some standard algorithms you can use as a starting point) and then looking at a good computer vision book (e.g., Richard Szeliski's book or Hartley and Zisserman).
But you are going to run into a host of practical problems. Consider that systems like Vuforia provide camera calibration data for most Android devices, and it's hard to do computer vision without it. Then, of course, there's efficiently managing the whole pipeline which (again) companies like Qualcomm and Metaio invest huge amounts of $$ in.
I'm working on a project that does framemarker tracking and I've started exporting bits of it out to a project I'm calling OpenAR. Right now I'm in the process of pulling out unpublishable pieces and making Vuforia and the OpenCV versions of marker tracking interchangeable. You're certainly welcome to check out the work as it progresses. You can see videos of some of the early work on my YouTube channel.
The hard work is improving performance to be as good as Vuforia.
I am a student and I am making my major project is about augmented reality and I have a good background in programming and my plan to make a very huge project in augmented reality
I have download the vuforia SDK and I have make some samples using unity
my question is the vuforia SDK support the 3d tracking
I have seen the "Sesame Street Augmented Reality Dolls" in YouTube but I couldn't find under which Section it has made
Please inform me how to start doing this
This is the Visit http://www.youtube.com/watch?v=U2jSzmvm_WA/
According to the moderators on the Vuforia forum:
You cannot detect arbitrary 3D objects, but you can detect 3D objects
made up of planar image targets (e.g. a cereal box). Look for the
MultiImageTargets section of the Developer Guide and the AR Extension
for Unity 3 documentation
(https://ar.qualcomm.com/qdevnet/sdk/unity/ar). You can create
simple cube objects using the My Trackables system, or you can edit
the config.xml file by hand to arrange image targets into the desired
configuration.
A recent update allows Vuforia to track 3D cylinder targets.
The Sesame Street example was experimental and research is ongoing. There are no official plans to release it as a standard component of Vuforia yet.
3D object tracking has now been officially added to the Vuforia 4.0 SDK:
https://developer.vuforia.com/library/articles/training/object-recognition
Note that it only works with small objects and the objects must be scanned using an Android app.
Can XNA and C# be used to create commercially feasible PC/XBOX games?
Is it the best approach for creating 3D games with C#? If not, what would be?
Actually you can do that but it is a little bit tricky.
You need to pass via an approval process by the "community" (XNA Creators club Online users).
You will also need to pay an Xbox live account plus an Xbox live developper licence.
According to XNA FAQ:
Do I need an XNA Creators Club premium membership to create games?
You don't need a premium membership to make games for Windows or Zune. However, you must be a premium member and in a supported region to create games for the Xbox 360, to release Xbox 360 games to Community Games on Xbox LIVE, or to peer-review submitted games.
Who can peer review XNA Community Games?
A member of the Creators Club whose premium (paid) account is in good standing and is a legal adult (for the countries we currently serve this means 18 years of age or older).
And:
Why does my game have to be peer-reviewed? Why can't I just send it to Xbox LIVE marketplace?
Peer reviewers help creators write better games, and protect game players from experiencing highly offensive or malfunctioning games. Peer reviewers will reject your game if:
Your game contains prohibited content, which is content not allowed on Xbox LIVE services
You misrepresent what is in the game play or in the promotional materials for the game
The promotional content for your game ( for example, the box art, description, banner or title) is not appropriate for all ages on Xbox LIVE Marketplace
The game crashes, it has too many bugs, or it is technically defective in some way
the faq is can be read here
If you want to do it simplier you can play with DirectX directly or even other libraries like SDL (for 2D games). Actually C# is very good for a variety of things and it gets better as the time goes.
A short answer to your first question would be, yes. It is entirely possible to create just about any kind of game with the XNA library. It can be used to make simple 2D platformers, or moderatily complex 3D shooters.
Depending on the game, the amount of logic you'll need to create for your game may vary.
Of course, while creating 3D games, you'll either have to create your own 3D engine, or get your hands on one pre made. XNA in and on itself does not provide an engine that would be fully usable out of the box. It does, however, provide wide variety of tool to help you in the process of making your own engine.
XNA is dedicated primarily to garage games, small projects with small teams, and hobbyists. Also, it's a really good learning tool for game architecture and 3D programming. But for commercial applications, there's a clearly huge gap between the XLA and the XDK.
Using the XDK allows you to access to a much deeper level of hardware, which is definitively a must if performances are an issue. Also, most of commercial game engines are developed for use with the XDK (the Unreal Engine, for example). The debugging and profiling system of the XDK is also an amazing tool which is not available using XLA.
So yes, it is technically possible to make commercial games using XNA, but the real world tends to prefer the XDK.
C# is not that much slower than C++, however C#'s memory management is not really Game friendly (in the AAA style). Never the less rendering is basically the same, as you'll be using DirectX I guess, so there is no reason a very professional game like Gear of Wars couldn't be made with C# (As a game dev my self, I've seen the source code for Gears of War, and can tell you this first hand). But you'll need great artists.
The real roadblock, is if your source is in C#, you have just locked your self out of other Platforms that aren't from Microsoft (Say Sony or Nintendo), but then again GoW is Microsoft bound, ASFAIK.
As for XNA, the best selling Arcade/Community Game Braid, was written in C++, but that's because the author didn't want to lock himself out of other platforms, and he had lots of experience and a large code-base that was already C++ based
XNA saves you a lot of the low level tedium associated with making games. This can be a huge time savings for a handful of people banging out games that don't need to push the hardware to its limit; however, most AAA games require a few people getting down and dirty with the hardware to push the limit as much as they can.
Having said that by no means does your game have to be AAA to be commercially feasible or fun - one could even argue it hurts more than it helps. Technology is rarely the bottleneck of making good games.
I doubt you will create the next Gears of War with it, but XNA works fine for many types of games. Most (all?) of the Community Games on XBox Live are created using XNA.