How to create a 3d map for an augmented reality game? - ios

i want to build a game like this one: AR Invaders
how can i create a 3D map? the camera of the iphone should be the middle of the 3D circle map.
i dont know if 3d circle map is the correct word to explain it.
the iphone should be the object middle of the 3d circle map and around the iphone should be the objects to kill.
so how can i create this augmented reality map, so when i move foreward or backward with the iphone the objects also grow? or when i move the iphone upward?
any suggestions?

Looks like game uses only IMU data and video capture from front camera. If you want to use not only rotations in your game, probably you need some kind of SLAM like this one http://13thlab.com/ballinvasion/

Related

Why AR objects are trembling on vuforia`s 5*-markers?

We build the app for the jewelry store where AR object (the ring) is recognized when the ios app camera is pointed on the paper (and metal) marker we built in Vuforia. This is 5* marker (which is considered to be a good quality according to Vuforia) that we place on the finger.
So what we have - we have a pretty fast recognition, BUT we have unpleasant shaking of the ring, that is being recognized. The closer we point the camera to the marker - the more shaking is seen.
The paper maker has a normal cylinder form. The lighting is always enough while testing, etc
Any ideas on why this shaking appears?
Thanks in advance!
We were trying different markers, test in different conditions with different lighting, we played with camera settings, used different vuforia versions, etc - no luck
If you the target is cylindric in shape than you should create a Vuforia cylinder target https://library.vuforia.com/objects/cylinder-targets. Standard ImageTarget are expected to be planar in 3D shape. The detector still works as as the plane can locally approximate the cylindrical geometry but tracking will be extremely inaccurate and brittle.

Making 3D plane look 2D

I'm building a 3D app that uses SceneKit. My scene will have various 3D objects and a moveable perspective camera.
The user can load a 2D image into the scene, which I will display on a 3D plane using the image as the material.
What I need to be able to do is to initially show the image as if it were actually 2D, where the pixel width and height are the same as the image and it is not distorted by the camera perspective. So basically I need to know how to position that plane in relation to the camera to make it look 2D.
Thanks in advance for any tips :)
It's not clear where you are getting stuck.
If you're just looking for where to start, look at SCNPlane and SCNBillboardConstraint.
I do not know SceneKit, so what I suggest might not be doable in the specific program, but could you perhaps use an orthographic camera perspective? It removes a lot of the visual depth from a scene, combining that with some flat lighting might accomplish the look you are going for.

Inverse zoom in/out (scaling) of AR 3D model using ARToolkit for Unity5

I have done a AR project using ARToolkit for Unity. It works fine but the problem I'm trying to solve here is to inverse the scaling on 3D model. Right now when you take camera further away from the marker 3D object go smaller (Zooms out) and if I bring the camera closer,the 3D model gets bigger. But what I want to do is opposite of this behaviour.
Any ideas on how I go about it?
I think this is a bad idea because it completely breaks the concept of AR, which is that the 3D objects are related to the real world, but it is definitely possible.
ARToolkit provides a transformation matrix for each marker. That matrix includes position and rotation. On each iteration, the object is updated with those values. What you need to do is find where that is applied to the object and then measure the distance to the camera and update the translation to be at the distance you want.
That code is in the Unity plugin, so it should be easy to find.

set transparent layer on the 3d model and draw something on the transparent layer and project on the surface

I have done lots of research on projection mapping but did not found any solution that i want to do like map on the real 3d object by projector through iPad or desktop.
I want to draw something on the real time 3d object from ipad application. I have 3d model of that object and connect the iPad from projector, In the real time if i will Draw line on the 3d model it will display as it is on the 3d object by projector. It should be look like i am drawing on the real object.
I want to do something like...
http://www.youtube.com/watch?v=RoeDacxjtA4
Thanks,
Its obviously need extensive research but i have an idea in my mind.
Match real model and a 3d model in unity.
Your virtual camera need to be positioned exactly same way your real life projector is positioned. Your FOV need to be same as your projector
Virtual camera is to see only overlay layer, not the 3d object itself. So will give you only picture with the paint you can directly project on the real object
Regarding painting on the 3d model, there will be numbers of ways you can make it. There probably are some useful assets in the asset store you can buy
That looks interesting
http://forum.unity3d.com/threads/digital-paint-free-mesh-painting-in-unity-download.95535/

what is the fastest/easiest way to get from a plain 2D game (e.g. pong) to 3D in XNA?

I have a question about the way from a 2D game to 3D.
e.g. I have a game like pong which is made in 2D. now I want to make it like 3D, this means:
I want to tilt the plat playground of the game into the back, so it looks like the play field is 3D.
How can I achieve this effect?
Separate the logic from the renderer.. the game is the same, if you change the renderer it will watched different.
You will have the ball, one 2D renderer will draw a circunference and a 3D renderer will draw a sphere... but the movement and collision logic is the same

Resources