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Learn ARCore - Fundamentals of Google ARCore : Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0

Author: Micheal Lanham
Publisher: Birmingham : Packt Publishing, 2018.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Are you a mobile developer or a web developer who is looking to create immersive and cool Augmented Reality apps with the latest Google ARCore platform? This book will help you to jump right into developing with ARCore and help you create a step by step AR app with it easily. This book will teach you to implement the core features of ARCore ...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Lanham, Micheal.
Learn ARCore - Fundamentals of Google ARCore : Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0.
Birmingham : Packt Publishing, ©2018
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Micheal Lanham
ISBN: 9781788833639 1788833635 1788830407 9781788830409
OCLC Number: 1032131748
Notes: Table of ContentsGetting Started ARCore on AndroidARCore on UnityARCore on the WebReal-World Motion Tracking Understanding the Environment Light Estimation Recognizing the Environment Blending Light for Architectural Design Mixing in Mixed Reality Performance Tips and Troubleshooting.
Description: 1 online resource (274 pages)
Contents: Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Getting Started; Immersive computing; AR and ARCore; Motion tracking; Environmental understanding; Light estimation; The road ahead; Summary; Chapter 2: ARCore on Android; Installing Android Studio; Installing ARCore; Installing the ARCore service on a device; Build and deploy; Exploring the code; Summary; Chapter 3: ARCore on Unity; Installing Unity and ARCore; Building and deploying to Android; Remote debugging; Testing the connection; Remotely debugging a running app. Exploring the codeUnity Update method; Summary; Chapter 4: ARCore on the Web; Installing WebARonARCore; Installing Node.js; The Node Package Manager; Exploring the samples; Debugging web apps on Android; Connecting Chrome Developer tools; Debugging with Chrome; 3D and three.js; Understanding left- or right-handed coordinate systems; 3D scale, rotation, and transformation; Summary; Chapter 5: Real-World Motion Tracking; Motion tracking in depth; 3D sound; Resonance Audio; A tracking service with Firebase; Setting up the database; Time to test the connection; Visualizing tracked motion. ExercisesSummary; Chapter 6: Understanding the Environment; Tracking the point cloud; Meshing and the environment; Interacting with the environment; Touch for gesture detection; Drawing with OpenGL ES; Shader programming; Editing the shader; Exercises; Summary; Chapter 7: Light Estimation; 3D rendering; Building a test scene; Materials, shaders, and textures; 3D lighting; Light estimation; Cg/HLSL shaders; Estimating light direction; Updating the environmental lighting; Exercises; Summary; Chapter 8: Recognizing the Environment; Introduction to ML; Linear regression explained; Deep learning. Neural networks --
the foundation of deep learningProgramming a neural network; Scripting the neural network; Training a neural network; Activating the warning; Adding the environmental scanner; Backward propagation explained; Gradient descent explained; Defining the network architecture; The network view of the world; Exercises; TensorFlow; Summary; Chapter 9: Blending Light for Architectural Design; Setting up the project; Building the scene; Modifying the base scene; The environment and placing content; Building the UI; Scripting the buttons; Interacting with the virtual. Building the object outlinerPositioning the chair; Lighting and shadows; Turning the shadows on; Exercises; Summary; Chapter 10: Mixing in Mixed Reality; Mixed reality and HoloKit; Setting up HoloKit; How does it work?; Introducing WRLD; Setting up WRLD for MR; Navigating the map; Switching from AR to MR; Building the SceneSwitcher; Creating the SceneSwitcher prefab; Modifying the Wrld map script; Mapping, GIS, and GPS; Making the Splash scene; Fixing the altitude issue; What's next?; Exercises; Summary; Chapter 11: Performance Tips and Troubleshooting; Diagnosing performance; Chrome DevTools.
Responsibility: Micheal Lanham.

Abstract:

Are you a mobile developer or a web developer who is looking to create immersive and cool Augmented Reality apps with the latest Google ARCore platform? This book will help you to jump right into  Read more...

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