camera overlay change with bearing and elevation - ios

Folks,
I am trying to get a utility as shown in the picture below. Basically the camera display window covers part of the device's screen and a list of points that are connected by a curve or straight line are presented over the camera view as an overlay. I understand this can be drawn using quartz but this is less than half of my problem.
The real issue is that the overlay should present different points as the bearing and elevation changes.
For example:
if the bearing has to change +5 degrees and elevation +2 degrees, then PT1 will be next to the right edge of the camera view, PT2 will also move to the right and PT3 will be visible.
Another movement that changes the bearing +10 degrees would make PT1 not visible, PT2 at the right, PT3 middle and PT4 on the left edge of the camera view.
My questions after the picture:
Is it possible to have a view that is substantially larger than the size of the camera view (as shown below) and use some methods (I need to research these) to move the view when bearing/elevation changes? Is it recommended performance wise?
Is quartz the way to go here? What else do I need (other then of course AVFoundation for the camera and corelocation/motion)? Since my application is only iOS 7 I can use any new methods/APIs exclusive to iOS 7.
Aside from raywendelrich's tutorial on the augmented reality game, are there any tutorials that you know of that could help me with this endeavor?

Have a look at the following, each article or link has different key things required to make your final product. You eventually will be using a combination of geolocation, the compass/or the iphone's gyroscope data coming in.
Reading all the references combined and implementing them one by one in different projects will give you a solid start on how to then combine it all together to create your application. But first you need to get a solid understanding on how to manipulate the knowledge you will learn and how you can then apply it to create your project.
References:
A cool project from Ray Winderlech teach you how to use location gps coordinates in your application
Augmented reality location based tutorial
The next two links show you how to grab gyroscope data to find out the pitch, yaw and rotation and find out the device current position in space.
Apple gyroscope example app
Another core motion gyroscope example
Will teach you how to use the compass
Ray Winderlichs augmented reality compass tutorial for ios
Here's some more augmented reality stuff on overlaying stuff on the camera view
iPhone AR Toolkit
Augmented reality marker tracking tutorial

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Another good example of what you're asking about is the AR Quick Look feature in iOS 12 (see WWDC video or this article): when you quick look a USDZ file you get a generic white-background preview where you can spin the object around with touch gestures, and you can seamlessly switch back and forth between that and a real-world AR camera view.
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3D graphics frameworks typically involve some notion of a virtual camera that determines your view of the 3D scene — by moving the camera, you change what part of the scene you see and what angle you see it from. In AR, the virtual camera is made to match the movement of the real device.
Hence, to switch between AR and non-AR 3D views of the same content, you just need to manipulate those differences in whatever way your renderer allows:
Hide the live camera feed. If your renderer lets you directly turn it off, do that. Otherwise you can put some foreground content in front of it, like an opaque skybox and/or a plane for your 3D models to rest on.
Directly control the camera yourself and/or provide touch/gesture controls for the user to manipulate the camera. If your renderer supports multiple cameras in the scene and choosing which one is currently used for rendering, you can keep and switch between the ARKit-managed camera and your own.

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Using the Standard Positioning Service one can achieve 15 meter
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More Information click here
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Thanks for your help ;)
Once you have relative distance and bearing, which you can determine from two points in the same coordinate space using algorithms found on this page, figuring out where a known coordinate is with respect to a known viewpoint is basically a perspective projection, the math is outlined on this Wikipedia article. The rotation of the camera is given by the compass, and the tilt by the accelerometer (the position is of course, GPS).
I'm trying to find a better document - there are a couple of extra things to consider - like the camera parameters etc, but this is a good starting point.
If it's too involved (like if you're not comfortable with rotation matrices) we can break it right down to the simple trig.
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