Open source augmented reality framework for BlackBerry - blackberry

Anyone know any open source framework for augmented reality in BlackBerry or a good tutorials for creating an augmented reality application from scratch?

Here is an interface prototype for the free LayarPlayer for third party BlackBerry7 apps: https://gist.github.com/1219438. Not sure if Wikitude will have a lib or not.
If you wanna roll your own AR lib (not recommended, unless you have tons of time and energy) OpenGL ES is platform independent, just use ComponentCanvas for overlaying it on top of the camera view.

BlackBerry OS 7 SDK apparently includes APIs to assist in developing augmented reality applications.

I am working on an OpenGL application for BlackBerry and I too have realised there are not many OpenGL tutorials for it. But you can always use Android ones. They are not really very different.
And I think we should profit from the new BlackBerry graphics card and CPU to create some exciting 3D application for the patform.
You can find OpenGL basic samples on the BlackBerry website and in the BlackBerry SDK.
Notice: All BlackBerry devices that run on Os 7 have a dedicated graphics card and 1.2ghz of CPU frequency.

Related

Effort for building an Augmented Reality SDK with OpenCV

Our company is planning to start building some AR apps for Android and iOS. As the first step we need to decide whether we are going to use a Opensource SDK like ARToolKit or to go for a commercialized product like Vuforia, Wikitude, CraftAR, KudanAR etc or whether we should start writing our own AR sdk based on libraries like OpenCV/OpenGL etc..
I have read many articles and comparisons about different SDKs available and have a good idea about what each of them can do and how much they are going to cost. e.g.
http://socialcompare.com/en/comparison/augmented-reality-sdks
https://www.linkedin.com/pulse/dozens-more-augmented-reality-sdks-than-you-think-here-offermann
In the past we have used Vuforia and we have it at the top of our list. But the main issue is the pricing.
So I would like to know if any of you have written or tried to build your own AR sdk based on OpenCV and what type of an effort it will be. To support features like image and 3D object tracking and augmenting 2D and 3D objects. And need to support iOS and Android devices.
This Augmented Reality SDK with OpenCV has some basic guidelines on how to start.
Mainly what I would like to know is if a software Engineer with about 5+ years of good programming skills try to do this, how much of an effort will that be? Will it be like 1 month work or a 6 months work or even with 12 months of work will it be difficult to get closer to what Vuforia SDK can does?

Is Android Studio better than Unity3d for augmented reality apps?

I want to create for all platforms. I can go from android to ios to windows etc. But which platform is best suited for creating the app. Or any other platform to consider. What do other developers use?
I would say Unity as you are looking to port your project onto multiple devices. Unity can build projects onto multiple platforms very easily, which you then can export into android studio or swift to "play" your project.
While it is easy enough to export the project onto multiple platforms, this does not mean it will natively work straight out of the box when you export it to android studio/swift. You would still need to program your input controls and resolve resolutions when porting to smaller devices etc. Depending if you are going to use dense 3d models within your augmented app, you would also need to consider the polygon count on the 3d models when porting to other less powerful devices which can have a significant impact on performance.

How to Render Navisworks(*.nwd) file to IOS

I want to export Navisworks 3D navigation models to my IPhone device , Is there any API available to achieve this. I want to create my Own App to read models into IOS - similar to Navisworks Freedom viewer for IOS.
I have lots searched on internet but couldn't find any useful.
There is no Navisworks viewer for iOS, but there is a WebGL viewer that can be embedded on mobile apps (or web or desktop too).
There is a live sample at https://360.autodesk.com/viewer
See the API at http://developer.autodesk.com
iOS sample at https://github.com/Developer-Autodesk/workflow-ios-view.and.data.api
I recommend developing your own native or web app to build a mobile 3d model viewer.
Web App - you could use Unity3d or Three.js. These communities are strong and there are plenty of resources available. The benefit here is that it would work on desktop too.
Native app - You could make a model viewer in Swift using Apple's Metal library. I am not familiar with Android 3d shader libraries.
Both of these endeavours are huge amounts of works. I hope you would keep any eye out for code you can copyright (or open source), perhaps even patent if you develop a new, complex algorithm for converting/displaying 3d data.

Need some AR Toolkit for .Net?

I need some list of Augmented Reality toolkit that can work with .Net. I want to implement it with basic .Net for windows not with WPF or Silverlight.
This may be helpfull to you SLARToolkit - Silverlight and Windows Phone Augmented Reality Toolkit
Features:-
Direct Support for Silverlight's CaptureSource
Support for Windows Phone's Photo Camera class
Built-in support for Silverlight 5's hardware accelerated 3D API
Flexible through a generic and a WriteableBitmap detector
Multiple marker detection
Simple black square markers
Custom markers
Real time performance
Easy to use
Documentation including a step by step Beginner's Guide
Based on established algorithms and techniques
Uses the Matrix3DEx library

How can I load a 3d model to an IOS app, and scale/transform/rotate it to place on an image?

I should load a 3d model (let's say a fridge) and scale or rotate it to locate on a kitchen photo (just for an example).
I have seen several SDKs but all was for 3d games. What I need is to put and play with my object in a native IOS app.
Where should I start? GLKit is the answer for that?
iOS 3d rendering is made by OpenGL ES, that is a pretty difficult topic. Apple provides GLKit to help developer to integrate OpenGL ES but none of is a model parser or scene manager, is hard anyway. I can suggest you to use a 3d engine, I took a look at two engines:
1-Nineveh GL
2-Irrlicht
The first integrate absolutely fine in iOS projects and exposes objective c API. It uses only OpenGl 2.0 shaders. The problem is that is a beta version.
The latter is written in C++ and supports both 1.0 and 2.0, but is pretty hard to integrate.

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