Unity overlay objects on top of device camera (AR) - unity3d

I am working with the Vive and a mobile tablet. The tablet has a tracker attached and then there is another tracker in the room.
On the tablet I output the devices camera on the screen and adjust the position and rotation according the devices position. What I want to do now is render the other tracker's position AR-like on top of the camera output.
I tried googling this, but so far I could only find how to make AR with Vuforia, which I don't need.
I really just need some keywords to start searching, because I don't really know how begin.

there is allot of way for making AR .
i propose you using API - like
Vuforia AR package
ARtoolkit
wikitude
etc ( by searching "Augmented reality API )
in other way ( i try it allot )
you should use corner detection and using feature extraction method ( every things under "ImageProcessing" science )
it if you don't want work with image Marker or target - you should get data from sensors in mobile application is easy but in other you should add sensors ( gyroscope and acceleration meter )
i hope i got what you want,
for image processing use openCV in C++ or java / emguCV in C#
if your problem was shader in unity
you could add a background layer in a unlit shader;
and put the Plane ( textured with camera render ) front of view of you unity camera object

Related

Unity gear VR reticle pointer shows double when focusing on close objects

I'm developing a VR app in Unity for the Samsung Gear VR and I'm trying to implement a pointer so the user can interact with the objects in the scene. When you look at distant objects it looks fine, but when you focus on close objects (which is highly needed for the app mechanics) the pointer appears to be duplicated, so you need to center the desired object in the middle of the points :P
What I've tried
-Using the GvrReticlePointer that comes with the GoogleVR package for cardboard
-Creating my own pointer by adding a canvas to the main camera with an image in the center
-Changing some of the Camera settings like field of view, stereo separation, etc.
-Configure my phone via a QR code http://imgur.com/fVrNrQk
Steps to reproduce (With canvas added to camera)
1.- Create a simple scene with a few objects to look at in Unity
2.- Set build settings for android
3.- Configure player settings to enable "Virtiual Reality Supported"
4.- Add Oculus as Virtual Reality SDK
5.- Set package name and minimum API level
6.- Add a canvas to the camera
7.- Add an image to the canvas, a cross will do the job
Observations
I'm using Unity 5.6.0b10 since google cardboard's site recommends using this version for the GoogleVR package. And I'm using the Samsung Gear VR with a Samsung Galaxy S6 edge + phone.
Solved
Apparently this is a well documented issue called voluntary Diplopia, and it's a human bug not a software one (read here, Unity's documentation, section The Reticle Interaction in VR).
The problem is trying to put the reticle at a fixed point in the user interface, like traditional 3D games. When looking at closer objects in VR this is going to cause this seeing double problem.
The solution is to position the reticle at the point in the 3D space the user is looking at. If he's looking closer, the reticle is drawn closer. Of course now you also have to scale the reticle accordingly, so the users can see it the same size no matter where they're looking at.
Unity also provides some example scripts about this, you can find them in the assets store, is called VR Samples.
Now I have performance issues (I'm working on mobile platforms): sometimes, when you turn your head fast you can see the reticle where it was drawn before. But looks way better than the double reticle version.

How to detect a circle using SteamVR SDK?

I am involved in a virtual-reality project using the HTC Vive device, Unity and the SteamVR SDK used to communicate with the Vive.
Thanks to the joysticks, the final user must draw some shapes (for example a circle) and the movements begin when he presses a joysticks' button.
From all the generated data (output from the joysticks), how could I detect a circle ?
Do you have some documentation on this ?
Please correct me if I understand your concern incorrectly here:
You use joysticks to draw some shapes like circles in some apps like steamvr home,
and you want to detect what you have drawn using software. And maybe you want to show the result in real time in screen or save to a file.
That means you need the ability to get rendered images, and detect image content using algorithms like deep learning.
HTC Vive device are compatible with openVR SDK:
https://github.com/ValveSoftware/openvr
You can use openVR SDK to DIY a steamVR driver,and get images in real time using direct mode component in the SDK. It has lot of works to do even before adding the detection algorithm, because you need a steamvr driver that can used to execute steamVR.

Can Vuforia track spatial location when using targetless device tracking?

I am trying to wrap my head around Vuforia's capabilities. I want to make an app which lets me place a 3D object into a camera view and have that 3D object stick to the world. I've been learning how to use Vuforia in Unity3D, and Vuforia seems to be slightly capable of this, but is severely limited by its craving for "Targets". It doesn't seem to be able to do much if I don't give it some sort of target.
One workaround I've found is to set the ARCamera's World Center Mode to DEVICE_TRACKING. This seems to let me place a 3D object into the world (in Unity) and have this object overlay into the camera feed, almost making it seem like it's anhcored to the real world. This doesn't work perfectly though: it tracks properly when I angle the device up/down/left/right (rotation), but it does not seem to track the device's translational motion; that is, when I move the device forward/back/left/right, the overlaid object doesn't get closer/farther nor does it rotate as I move around it.
Is it possible to get this sort of tracking out of Vuforia, or am I better off switching to something like Google Tango?
The difficulty with setting World Center Mode to CAMERA in Vuforia is that apparently 3D objects rotate around the camera based on its accelerometer/gyroscope changes. This doesn't allow for objects to be anchored to the environment. Instead they follow with the camera.
Kudan is a good markerless tracking option.

Using PointCloud Prefab on Unity 3D

I tryed to implement the "Measure It" app on Unity 3D. I started with the PointCloud example scene downloaded on tango's website.
My problem is, when i look in 1st Person view, the point cloud don't fiel the screen, and when i look in 3rd Person I can see the point outside the Unity Camera FOV.
I don't see this problem on the Explorer app, but it looks to be made in Java so I think it's a Unity compatibility problem.
Does someone have the same problem, or a solution?
Unity 3D 5.1.1
Google Tango urquhart
Sorry for my poor english,
Regards.
EDIT :
It looks like the ExperimentalAugmentedReality scene is using the point cloud to place markers in real world, and this point cloud is right in front of the camera. I don't see any script difference between them so i don't understand why it works. If you've any idea.
I think it makes sense to divide you question into two parts.
Why the points are not filling in the screen in the point cloud example.
In order to make the points to fill in the first person view camera, the render camera's FOV needs to match the physical depth camera's FOV. In the point cloud example, I believe Tango is just using the default Unity camera's FOV, that's why you saw the points is not filling the screen(render camera).
In the third person camera view, the frustum is just a visual representation of the device movement. It doesn't indicate the FOV or any camera intrinsics of the device. For the visualization purpose, Tango explore might specifically matched the camera frustum size to the actual camera FOV, but that's not guaranteed to be 100% accurate.
Why the AR example works.
In the AR example, we must set the virtual render camera's FOV to match the physical camera's FOV, otherwise the AR view will be off. On the Tango hardware, the color camera and depth camera are the same camera sensor, so they shared a same FOV. That's why the AR example works.

unity3d - how to control the movement of the main Camera in Unity3d

I am trying to make an mobile application that contains AR(Augumented Reality)-Mode using Unity3D. So I have connected my mobile device with my unity3d program, and the camera works fine. But when move the mobile device, the main camera inside unity program does not move the same orbit that the mobile device moves. Does any one know how to change or control the orbit of the main Camera in unity3d?
This could be happening due to a number of reasons. It could be due to non centered pivots, or coordinate systems for example.
Could you please specify which AR system are you using? As a side note, at work we recently had a project involving Unity3d and Metaio and it was a nightmare to bend the system to do what we needed, specially when we needed to do a lot of object positioning based on the local coordinate system.
When you refer to the orbit of the camera, I imagine it could be that the pivot of the camera is somehow offset and the camera is rotating around that offset. Or maybe that the camera is a child of the actual Game Object that is controlled by the AR system, in which case this parent node acts as a pivot to the camera.
In the picture below you can see that the camera is away from that center point and when it rotates it does it based on that center point, in other words the camera always tries to look at that center point and it gives that feeling of "orbiting" when it moves.
Here's the link to the image (I can't post pictures yet on this forum -.- )
http://i.stack.imgur.com/fIcY2.png