arkit

ARKit hide objects behind walls

你。 提交于 2019-11-27 17:15:43
How can I use the horizontal and vertical planes tracked by ARKit to hide objects behind walls/ behind real objects? Currently the 3D added objects can be seen through walls when you leave a room and/ or in front of objects that they should be behind. So is it possible to use the data ARKit gives me to provide a more natural AR experience without the objects appearing through walls? You have two issues here. (And you didn't even use regular expressions !) How to create occlusion geometry for ARKit/SceneKit? If you set a SceneKit material's colorBufferWriteMask to an empty value ( [] in Swift),

ARKit with multiple users

删除回忆录丶 提交于 2019-11-27 17:08:25
What is the best way, if any, to use Apple's new ARKit with multiple users/devices? It seems that each devices gets its own scene understanding individually. My best guess so far is to use raw features points positions and try to match them across devices to glue together the different points of views since ARKit doesn't offer any absolute referential reference. ===Edit1, Things I've tried=== 1) Feature points I've played around and with the exposed raw features points and I'm now convinced that in their current state they are a dead end: they are not raw feature points, they only expose

Placing, Dragging and Removing SCNNodes in ARKit

泪湿孤枕 提交于 2019-11-27 14:12:47
问题 I'm working on a small project using ARKit. I want to be able to add objects to my AR SceneView on tap, remove them with a double tap, and drag theme around with a pan or drag. The initial tap to place objects is working fine, but I have some issues with the Node removal and the dragging. The main issue with the removal and the dragging is that it is very difficult to actually 'hold' or click on the SCNNode. Most of the results end up not being on the SCNNode I've added. The second issue is

How can i add a 2dView having text in ARkit scene iOS

假装没事ソ 提交于 2019-11-27 12:02:40
问题 How can i add a 2dView having text in ARkit scene iOS.How can i add that view in top of a node that won't rotate when we rotate the node. 回答1: You can add a SCNPlane and use a SCNLookAtConstraint to so that the plane always looks at the camera. You can create a custom material and set it's material properties to: A color (UIColor or CGColor), specifying a constant color across the material’s surface A number ( An image (UIImage or CGImage), specifying a texture to be mapped across the

How to improve camera quality in ARKit

≡放荡痞女 提交于 2019-11-27 11:22:29
问题 I am building an ARKit app where we want to be able to take a photo of the scene. I am finding the image quality of the ARCamera view is not good enough to take photos with on an iPad Pro. Standard camera image: ARCamera image: I have seen an Apple forum post that mentions this could be iPad Pro 10.5 specific and is related to fixed lens position (https://forums.developer.apple.com/message/262950#262950). Is there are public way to change the setting? Alternatively, I have tried to use

iOS revert camera projection

你离开我真会死。 提交于 2019-11-27 09:07:02
问题 I'm trying to estimate my device position related to a QR code in space. I'm using ARKit and the Vision framework, both introduced in iOS11, but the answer to this question probably doesn't depend on them. With the Vision framework, I'm able to get the rectangle that bounds a QR code in the camera frame. I'd like to match this rectangle to the device translation and rotation necessary to transform the QR code from a standard position. For instance if I observe the frame: * * B C A D * * while

ARKit vs. ARCore vs. Vuforia vs. D'Fusion Mobile vs. Layar SDK [closed]

爷,独闯天下 提交于 2019-11-27 08:59:45
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 5 years ago . I would be interested to know, where are the advantages and disadvantages of each vision-based mobile Augmented Reality Frameworks? For what should be decide in which case? Would you choose Vuforia in any case, because it is free and without branding? What are important

What's the difference between using ARAnchor to insert a node and directly insert a node?

余生长醉 提交于 2019-11-27 06:41:15
In ARKit, I have found 2 ways of inserting a node after the hitTest Insert an ARAnchor then create the node in renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? let anchor = ARAnchor(transform:hit.worldTransform) sceneView.session.add(anchor:anchor) Insert the node directly node.position = SCNVector3(hit.worldTransform.columns.3.x, hit.worldTransform.columns.3.y, hit.worldTransform.columns.3.z) sceneView.scene.rootNode.addChildNode(node) Both look to work for me, but why one way or the other? Update: As of iOS 11.3 (aka "ARKit 1.5"), there is a difference between

What is ARAnchor exactly?

◇◆丶佛笑我妖孽 提交于 2019-11-27 06:22:17
问题 I'm trying to understand and use ARKit. But there is one thing that I cannot fully understand. Apple said: A real-world position and orientation that can be used for placing objects in an AR scene ...but that's not enough. What is ARAnchor exactly? What are the differences between anchors and feature points? Is ARAnchor just part of feature points? And how does ARKit determines its anchors? 回答1: Merely saying, ARAnchor is an invisible null-object that can hold a 3D content (at anchor's

ARKit Session Paused and Not Resuming

99封情书 提交于 2019-11-27 04:42:27
问题 In my ARKit app I am presenting a modal window. When I close the modal and go back to the ARSCNView then I find out that the session is paused due to this code: override func viewWillDisappear(_ animated: Bool) { super.viewWillDisappear(animated) // Pause the view's session sceneView.session.pause() } When I close the modal and go back to the ARKit camera view screen this code gets fired: override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) // Create a session