Live Texturing using Vuforia - live

I wanted to know if there is a possibility of doing live texturing in 3D model using vuforia.
If not live, can we at least pick the color from drawing book and apply the same color to our augmented 3D model?
Like done in the following video
https://www.youtube.com/watch?v=tmfXgvT9h3s

The answer is yes it is very possible with vuforia. But that's not how you ask questions on stackoverflow...

Related

How to make transparent water at unity shader?

I have mesh and want to make water effect on it and see inside of water. I am new unity shader so I dont know how can I do in Unity shader ?
If you want to create your own shader but with minimal effort and a graphical user interface, you can look into Unity Shader Graph. There are plenty of tutorials available online.
If you want to write your own shader from scratch, it may be best to look for YouTube tutorials or Unity Documentation on writing shaders

Facing issue of Real face detection in Vision Framework

I have faced the issue of real face detection using Vision Framework.
I have referred below apple link.
https://developer.apple.com/documentation/vision/tracking_the_user_s_face_in_real_time
I used demo code provided in above link. I see, Camera can detect the face from printed photo or passport photo. It is not real face photo. How can I know if this is not real face in camera using Vision framework?
You can use https://developer.apple.com/documentation/arkit/arfacegeometry
This will create a 3D mesh of a human face. A 3D mesh will have different values (e.g. vertices , triangleIndices), in its topology compared to a 2D picture.
Here is a project link
here I have used camera API for face detection and eye blinking. you can check and customize according to your requirement.
Update: Here is another project for liveness Check using MLKit link
Vision + RealityKit
Apple Vision framework has been processing "2D requests". It works only with RGB channels. If you need to process 3D surfaces you have to implement LiDAR scanner API, that based on Depth principles. It will allow you to distinguish between a photo and a real face. I think that Vision + RealityKit is the best choice for you, because you can detect a face (2D or 3D) at first stage in Vision, and then using LiDAR, it's quite easy to find out whether normals of polygonal faces are directed in the same direction (2D surface), or in different directions (3D head).

How to mask 3D Objects with Real-World-Objects in front of them? (Tango, Unity)

All the Tango Apps and Demos I have seen so far have one major limitation: 3D-Objects are always "on top" of the real world camera image. They are placed correctly in 3D space but a real object in front of the virtual object will not overlap it!
Question:
Is it possible to mask 3D objects or parts of them in realtime by real world objects in front of them?
In theory the 3D data deliverd by Tango sensors should be sufficient to do this. But I wonder if anyone has done it before or if there might be performance limitations that make this impossible? Thanks for your advice!
One approach is to use the 3D Reconstruction library (search "Unity How-to Guide: Meshing with Color") to pre-scan the environment, and then use this model to provide depth data when rendering the AR scene. Here's a video of an AR game that appears to use this technique. It's not perfect for sure, but it does sorta work.
This questions has been asked before.

How can I make ColAR Mix?

I'm trying to do colAR mix Augmented Reality in Unity using the Vuforia plugin.
I'm trying to changes the material of the 3d model based on the colors of image target.
I don't know how can i get cropped image target from camera for change material.
Thanks so much for your help in advance!

Vision Cone. Visible vs BLACK, Unity

I've been trying to get my head around how to do a player vision like what is in Teleglitch (If the player can see the objects they're shown, otherwise it's black).
(gameplay from Teleglitch : http://www.youtube.com/watch?v=0OBXdEwawqI)
I am currently developing an turn-based strategy game where I would like this feature. Problem is that I actually have the Vision Cones already but I am not sure how I would go about doing this.
I've seen some guides around to do the vision cones, how do I actually apply the "darkness"?
I have a feeling that the best way would be a shader, but I can't seem to find what I am looking for.
Thanks
In Teleglitch, it looks like they simply render black polygons over the shadow areas. Another approach in Unity is to use depth masks. Unity 4.2 Pro also supports stencil buffers which are useful for masking effects.