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Augmented Reality with Unity AR Foundation

You're reading from   Augmented Reality with Unity AR Foundation A practical guide to cross-platform AR development with Unity 2020 and later versions

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838982591
Length 382 pages
Edition 1st Edition
Languages
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (14) Chapters Close

Preface 1. Section 1 – Getting Started with Augmented Reality
2. Chapter 1: Setting Up for AR Development FREE CHAPTER 3. Chapter 2: Your First AR Scene 4. Chapter 3: Improving the Developer Workflow 5. Section 2 – A Reusable AR User Framework
6. Chapter 4: Creating an AR User Framework 7. Chapter 5: Using the AR User Framework 8. Section 3 – Building More AR Projects
9. Chapter 6: Gallery: Building an AR App 10. Chapter 7: Gallery: Editing Virtual Objects 11. Chapter 8: Planets: Tracking Images 12. Chapter 9: Selfies: Making Funny Faces 13. Other Books You May Enjoy

Tracking expressive face blend shapes (ARKit)

ARKit introduces additional advanced face tracking features available only on iOS devices, including blend shapes. Blend shapes refer to morphing mesh geometries that are commonly used for animating the faces of NPCs (non-player characters) in video games and VR applications. Presently, they are an ARKit-specific feature. ARKit blend shapes provide intricate details of facial expressions as separate features, such as a left or right eye blink, looking down, eyes wide open, cheek puff, cheek squint, jaw left, mouth dimple, and many more. Each feature is given a coefficient on a scale of 0.0 to 1.0. This shape data can be forwarded to the Unity Skinned Mesh Renderer (https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html) that is used in character animation. A good explanation and conversation can be found at the following URL: https://www.quora.com/What-is-blendshape-exactly.

Building an animated rig (with bones and a skinned...

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