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Learn ARCore - Fundamentals of Google ARCore

You're reading from  Learn ARCore - Fundamentals of Google ARCore

Product type Book
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830409
Pages 274 pages
Edition 1st Edition
Languages
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started 2. ARCore on Android 3. ARCore on Unity 4. ARCore on the Web 5. Real-World Motion Tracking 6. Understanding the Environment 7. Light Estimation 8. Recognizing the Environment 9. Blending Light for Architectural Design 10. Mixing in Mixed Reality 11. Performance Tips and Troubleshooting 1. Other Books You May Enjoy Index

Mapping, GIS, and GPS


Unity, as we already learned, tracks its objects in 3D space using a point with a Cartesian coordinate reference system of x, y, and z. When we plot a point on a map of the world, it is no different; we need to reference the point, except that now we need to use a spherical or geographic reference system to represent a position on the earth, because as we all know, the earth is spherical. However, converting between a geographic system and Cartesian system is expensive. Many mapping applications, therefore, use an intermediary reference known as earth-centeredearth-fixed (ECEF), which represents mapping data on an earth-fixed Cartesian coordinate reference system. The following is a diagram shows the differences between Cartesian, geographic, and ECEF coordinate reference systems:

Comparison of coordinate reference systems

Now, you may have already noticed that WRLD supports ECEF out of the box. As we mentioned, since ECEF is already in a Cartesian frame of reference...

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