ARKit shows a map on floor/bottom of a screen - swift

Via ARKit, I want to place indoor map on floor.
Currently I tried 2 things:
I've placed large Plane below camera and above floor, But it causes quite drift. Does not move well when we walk, and overall experience is not overwhelming.
Saw a solution where you can identify horizontal plane, but it has its own issues.
So is it really possible with good results?

Devices with LiDAR
The LiDAR scanner has its advantages and disadvantages. The main advantage of LiDAR is its ability to almost instantly reconstruct floor and walls, then you can easily attach any 3D model to the resulted surface – a model will be stable, it will not drift, so a user's AR experience will be overwhelming, as you said. Also, an important advantage of LiDAR is the excellent performance in environment with poor lighting and with poor textures.
Here you can read about Occlusion feature and some of the LiDAR peculiarities. Good news: LiDAR perfectly works in conjunction with the Plane Detection option.
ARKit subdivides the reconstructed scene into ARMeshAnchors which give you access to polygonal geometry and surface classification.
ARMeshAnchor().geometry.classification
ARMeshAnchor().geometry.faces
ARMeshAnchor().geometry.vertices
ARMeshAnchor().transform.columns.3
Devices without LiDAR
In the absence of a LiDAR scanner, we can only detect horizontal and vertical surfaces using the Plane Detection feature. I can say that all AR frameworks (including ARKit and RealityKit) are much better and faster in defining horizontal surfaces, as opposed to vertical ones.
However, Detected Planes are less stable compared to Reconstructed Surfaces, and therefore, a slight drifting is possible sometimes. To successfully complete the Plane Detection stage, you need a well-lit room and good-for-tracking surrounding objects' textures.
ARKit calls your delegate's renderer(_:didAdd:for:) with a ARPlaneAnchor for each unique vertical and/or horizontal surface. And each plane anchor provides details about the surface – its world position, dimensions and real-world surfaces' classification.
In addition to the above, the delegate method called renderer(_:didUpdate:for:) is required to merge multiple coplanar Detected Planes into bigger resulting Detected Plane (a surface of a floor, for example).
ARPlaneAnchor().classification
ARPlaneAnchor().extent
ARPlaneAnchor().alignment
ARPlaneAnchor().center
Is it really possible with good results?
Yes, in both cases, it's possible to attach a map without drifting – whether you're using Plane Detection or Scene Reconstruction.

Related

How to generate surface/plane around a real world Object (Like bottle) using Unity & ARCore?

I built an apk using the HelloAR scene (which is provided with ARcore package). The app is only detecting Horizontal surface like table and creates it's own semi-transparent plane over it. When I moved my phone around a bottle, the app again, only created a horizontal plane cutting through the bottle. I expected ARCore to create planes along the bottle as I move my phone around, like polygons in a mesh.
Another scenario is, I placed 2 books on the floor, and each of them have different thickness. But the HelloAR app creates only one semi-transparent horizontal surface over the thicker book, instead of creating two surfaces (one for each book).
What is going wrong here? How can I fix it and make the HelloAR app work more precisely? Please help.
Software: Unity v2018.2,
ARcore v1.11.0
ARCore generates an approximate point cloud using a soft movement of the device to identify the featured points, this points are detected by contrast in the different shapes, if you use your application in test mode in unity you can see how the points are placed in your empty scene.
Once the program has enough points at the "same height" (I don't know the exact precision), it generates the plane that you can see, but it won't detect planes separated by a difference of 5cm or even more distance.
If you want to know the approximate accuracy of the app, test it with unity and make a script to capture the generated points that have been used to generate the planes, then check the Y difference to see which is the tolerance distance.
Okay so Vuforia is currently one of the leading SDKs for augmented reality providing a wide area of detection options (Images, Ground, Point, 3D objects, ...)
So regarding your question about detecting a bottle I would most certainly use the 3D model detection feature. You can read the official docs here.
You need to first generate an approximate of the object in a 3d modeling software and the use their program to generate the detection model. Then you put this in Unity and setup the detection. (no coding needed)
I have some experience with this kind of detection. I used it to detect a large 2mx2m scale model of an electric vehicle. It works great, you can walk around it and it tracks it through and through. You can see a short official demo here
Hope it helped to explain this in short!

Does plane detection increase accuracy of Augmented Image Tracking

I have an application for visualizing scan of a room and i am using an Augmented Image to align my points to real world. I am not using plane detection in my application so it is optional for me.
However, i have some questions regarding tracking accuracy because accuracy of my alignment at the moment solely depends on how accurate i can detect the center position and corners of the augmented image.
Does using plane detection increase accuracy of detecting an image position in an Augmented Image application?
Does it also affect accuracy of tracking and ARCore environmental understanding. Because users can move in the room and inspect the scan and also i tested my application with and without plane detection and it appears with plane detection my alignment changes over time because of ARCore environmental understanding and there is a shift in anchors. This does not happen that much without plane detection.
Thanks in advance for any help!

Scanning Real-World Object and generating 3D Mesh from it

ARKit app allows us to create an ARReferenceObject, and using it, we can reliably recognize the position and orientation of the real-world objects. But also we can save the finished .arobject file.
However, ARReferenceObject contains only the spatial features information needed for ARKit to recognize the real-world object, and is not a displayable 3D reconstruction of that object.
func createReferenceObject(transform: simd_float4x4,
center: simd_float3,
extent: simd_float3,
completionHandler: (ARReferenceObject?, Error?) -> Void)
My question:
Is there a method that allows us to reconstruct digital 3D geometry (low-poly or high-poly) from the .arobject file using Poisson Surface Reconstruction or Photogrammetry?
RealityKit 2.0 | Object Capture API
Object Capture API, announced at WWDC 2021, provides you with the long-awaited tools for photogrammetry. At the output we get USDZ model with a hi-res texture.
Read about photogrammetry HERE.
ARKit | Mesh Reconstruction
Using iOS device with LiDAR and ARKit 3.5/4.0/5.0 you can easily reconstruct a topological map of surrounding environment. Scene Reconstruction feature starts working immediately after launching a current ARSession.
Apple LiDAR works within 5 meters range. A scanner can help you improve a quality of ZDepth channel, and such features as People/Real World Objects Occlusion, Motion Tracking, Immediate Physics Contact Body and Raycasting.
Other awesome peculiarities of LiDAR scanner are:
you can use your device in a poorly lit room
you can track a pure white walls with no features at all
you can detect a planes almost instantaneously
Consider that a quality of a scanned object when you're using LiDAR isn't as good as you expect. Small details are not scanned. That's because a resolution of an Apple LiDAR isn't high enough.
You answered your own question with a quote from Apple's documentation:
An ARReferenceObject contains only the spatial feature information needed for ARKit to recognize the real-world object, and is not a displayable 3D reconstruction of that object.
If you run that sample code, you can see for yourself the visualizations it creates of the reference object during scanning and after a test recognition — it's just a sparse 3D point cloud. There's certainly no photogrammetry in what Apple's API provides you, and there'd not much to go on in terms of recovering realistic structure in a mesh.
That's not to say that such efforts are impossible — there have been some third parties demoing Here photogrammetry experiments based on top of ARKit. But
1. that's not using ARKit 2 object scanning, just the raw pixel buffer and feature points from ARFrame.
2. the level of extrapolation in those demos would require
non-trivial original R&D, as it's far beyond the kind of information
ARKit itself supplies.

Detect blank or uniformly colored walls using apple arkit

Detecting vertical planes is possible now with ios 11.3 and apple arkit 1.5 (a good example: ARKit Vertical Plane Detection ).
But there is one condition; you need to have some color differences or structure on your wall in order to get detected.
Is it also possible to detect blank walls or walls that have 1 color?
There is a natural tension here that imposes some inherent design constraints.
For ARKit to even “see” a surface for purposes of world tracking — before even detecting it as a plane — the surface needs to have some texture. Variation in color, relief, points of high contrast, something that causes it to have some visual features.
That’s okay for a lot of horizontal plane detection use cases, since people like to buy tables made of wood, install floors made of tile, take countertops for granite, etc. But a lot of walls in home and office environments are lightly textured or featureless. You probably can’t get your customers to change their walls. (If you do, though, I can refer the guy who did great textured paint on my house...)
So instead you need to think about how this fits into your AR experience at a basic design level...
For horizontal planes, you could make experiences where a small stretch of floor/table near the viewer becomes the play field for a game or whatever, but you can’t just flip that on its side for a vertical plane experience.
Vertical planes detect better at larger distances — you can find a wall when you see its edges, or the furniture backed against it, etc.
Use estimated plane hit tests to place content on a wall, and refine your placement when plane detection kicks in later.
Don’t use vertical planes the same way you would horizontal planes. They can be boundaries or background scenery instead of the focus of an experience.

quartz 2d / openGl / cocos2d image distortion in iphone by moving vertices for 2.5d iphone game

We are trying to achieve the following in an iphone game:
Using 2d png files, set-up a scene that seems 3d. As the user moves the device, the individual png files would warp/distort accordingly to give the effect of depth.
example of a scene: an empty room, 5 walls and a chair in the middle. = 6 png files layered.
We have successfully accomplished this using native functions like skew and scale. By applying transformations to the various walls and the chair, as the device is tilted moved, the walls would skew/scale/translate . However, the problem is since we are using 6 png files, the edges dont meet as we move the device. We need a new solution using a real engine.
Question:
we are thinking of instead of applying skew/scale transformations, that if given the freedom to move the vertices of the rectangular images, we could precisly distort images and keep all the edges 100% aligned.
What is the best framework to do this in the LEAST amount of time? Are we going about this the correct way?
You should be able to achieve this effect (at least in regards to the perspective being applied to the walls) using Core Animation layers and appropriate 3-D transforms.
A good example of constructing a scene like this can be found in the example John Blackburn provides here. He shows how to set up layers to represent the walls in a maze by applying the appropriate rotation and translation to them, then gives the scene perspective by using the trick of altering the m34 component of the CATransform3D for the scene.
I'm not sure how well your flat chair would look using something like this, but certainly you can get your walls to have a nice perspective to them. Using layers and Core Animation would let you pull off what you want using far less code than implementing this using OpenGL ES.
Altering the camera angle is as simple as rotating the scene in response to shifts in the orientation of the device.
If you're going to the effort of warping textures as they would be warped in a 3D scene, then why not let the graphics hardware do the hard work for you by mapping the textures to 3D polygons, then changing your projection or moving polygons around?
I doubt you could do it faster by restricting yourself to 2D transformations --- the hardware is geared up to do 3x3 (well, 4x4 homogenous) matrix multiplication.