What are the possible methods to create an AR solution like this?
https://www.youtube.com/watch?v=9zD_YQBaZEY
You need AR devices and AR SDK and 3D engine, for example, iPhone + ARKit + Unity(Unreal).
But the content shown in your youtube link is unlikely AR content, it made by some kind of after effect software.
OK I make a simple search, here:tracking-3d-camera-movement, this is what you want I think.
Related
I've built an app which runs on ARCOre preview 1 package on Unity. I know Google has made major changes in preview 2.
My question is what changes will I have to make in order to run my ARCore preview 1 app run on preview 2?
Take a look at the code in the Preview 2 sample app(s) and update your code accordingly. For example, here is the new code for properly instantiating an object into the AR scene:
if (Session.Raycast(touch.position.x, touch.position.y, raycastFilter, out hit))
{
var andyObject = Instantiate(AndyAndroidPrefab, hit.Pose.position,
hit.Pose.rotation);
// Create an anchor to allow ARCore to track the hitpoint
// as understanding of the physical world evolves.
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
// Andy should look at the camera but still be flush with the plane.
andyObject.transform.LookAt(FirstPersonCamera.transform);
andyObject.transform.rotation = Quaternion.Euler(0.0f,
andyObject.transform.rotation.eulerAngles.y,
andyObject.transform.rotation.z);
// Make Andy model a child of the anchor.
andyObject.transform.parent = anchor.transform;
}
Common
Preview 1 use Tango Core service that can changed Ar-Core service in Preview 2.
Automatic Screen Rotation is Handled.
Some Classes are altered like some reason of following.
For Users:
Introduce AR Stickers
For Developers:
A new C API for use with the Android NDK that complements our existing Java, Unity, and Unreal SDKs;
Functionality that lets AR apps pause and resume AR sessions, for example to let a user return to an AR app after taking a phone call;
Improved accuracy and runtime efficiency across our anchor, plane finding, and point cloud APIs.
I have updated my app from Preview 1 to Preview 2. And it's not a lot. It had minor API changes like the ones for hit flags, Pose.position etc. It would probably be stupid to post the change log here. I suggest that you can file the below steps:
Replace the old sdk with the new one in the Unity Project
Then, check for the error in your default editor, vs or vs code or mono
Just check for the relevant API's in the deveoper docs of AR.
It's not such a cumbersome job, it too me some 5-10 min to upgrade that's it.
Cheers!
I recording video using MediaRecorder.When using back-camera,it working fine,but when using front camera,the video captured is being flipped/inverse.Means that the item in right,will appear on the left.The camera preview is working fine,just final captured video flipped.
Here is the camera preview looks like
But the final video appear like this(all the item in left hand side,appear on right hand side)
What I tried so far:
I tried to apply the matrix when prepare recorder,but it seems does change anything.
private boolean prepareRecorder(int cameraId){
//# Create a new instance of MediaRecorder
mRecorder = new MediaRecorder();
setCameraDisplayOrientation(this,cameraId,mCamera);
int angle = getVideoOrientationAngle(this,cameraId);
mRecorder.setOrientationHint(angle);
if(cameraId == Camera.CameraInfo.CAMERA_FACING_FRONT){
Matrix matrix = new Matrix();
matrix.preScale(1.0f,-1.0f);
}
//all other code to prepare recorder here
}
I already read for all this question below,but all this seems didnt solve my problem.For information,I using SurfaceView for the camera preview,so this question here doesn't help.
1) Android flip front camera mirror flipped video
2) How to keep android from inverting the image from the front facing camera?
3) Prevent flipping of the front facing camera
So my question is :
1) How to capture a video by front camera which the video not being inverse(exactly the same with camera preview)?
2) How to achieve this when the Camera preview is using SurfaceView but not TextureView ? (cause all the question I mention above,tell about using TextureView)
All possible solution is mostly welcome..Tq
EDIT
I made 2 short video clip to clarify the problem,please download and take a look
1) The video during camera preview of recording
2) The video of the final product of recording
So, if the system camera app produces video similar to your app, you didn't do something wrong. Now it's time to understand what happens to front-facing camera video recording.
The front facing camera is not different from the rear facing camera in the way it captures still pictures or video. There is a difference how the phone displays camera preview on the screen. To make it look more natural to the user, Android (and all other systems) mirrors the preview, so that you can see yourself as if in a mirror.
It is important to understand that this only applies to the way the preview is presented to you. If you pick up any video conferencing app, connect two devices that you hold in two hands, and look at yourself, you will see to your surprise that the two instances of yourself are flipped.
This is not a bug, this is the natural way to present the video to the other party.
See the sketch:
This is how you see the scene:
This is how your peer sees the same scene
Normally, recording of a video is done from the point if view of your peer, as in the second picture. This is the natural setup for, e.g., video conferencing.
But Snapchat and some other social apps choose to store the front-facing video clip as if you record it from the mirror (as if the recorder is in your hand on the first picture). Some people like this feature, others hate it (see https://forums.androidcentral.com/general-help-how/664539-front-camera-pics-mirrored-reversed-only-snapchat.html and https://www.reddit.com/r/nexus6/comments/3846ay/has_anyone_found_a_fix_for_snapchat_flipping)
You cannot use MediaRecorder for that. You can use the lower-level API of MediaCodec to record processed frames. You need to flip each frame 'manually', and this may be a significant performance hit, because normally the MediaRecorder 'connects' the camera to hardware encoder in a very efficient way, without need even to copy the pixels to user memory. This answer shows how you can manipulate the way camera is rendered to texture.
You can achieve this by recording video manually from surface view.
In such case preview and recording will match exactly.
I've been using this library for this purpose:
https://github.com/spaceLenny/recordablesurfaceview
Here is the guide how to use it (not with camera but with OpenGL drawing): https://withintent.uncorkedstudios.com/recording-screen-video-on-android-with-recordablesurfaceview-451c9daa213e
I making a iOS video player using ffmpeg, the flow likes this:
Video File---> [FFMPEG Decoder] --> decoded frames --> [a media director] --> /iphone screen (full and partial)/
A media director will handle the tasks of rendering decoded video frames to iOS ui (UIView, UIWindow etc), outputting audio samples to iOS speaker, and threads management.
SDL is one of those libs, but SDL is mainly made for game making purpose and seem to be not really mature for iOS.
What can be the substitute for SDL?
On Mac OS X I used CoreImage/CoreVideo for this, decoding frame into a CVImageBuffer and rendering them into a CoreImage context. I'm not sure CoreImage contexts are supported on iOS though. Maybe this thread will help on this: How to turn a CVPixelBuffer into a UIImage?
A better way on iOS might be to draw your frames with OpenGLES.
SDL uses opengl and FFMpeg, you can come pretty close using ffmpeg and apple native api's functions. We've done it with several video players.
This certainly will get you started.
https://github.com/mooncatventures-group
I know how to record a video from the camera on the iPhone, my question, is it possible to take the recording and overlay it on a saved video and save it out as another file?
No, I don't think so. Not using an standard framework. You could probably do something involving screen capture and combing a load of images to make a video. But it would be complicated.
I want to create an application using shaking. That is when I shake my IPad, then the icon will be move automatically depends upon shaking.
You should use accelerometer datas.
Take a look at CoreMotion API http://developer.apple.com/library/ios/#documentation/CoreMotion/Reference/CoreMotion_Reference/_index.html
It's an easy way to use acce / gyro & co datas :-)