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Learn ARCore - Fundamentals of Google ARCore

You're reading from   Learn ARCore - Fundamentals of Google ARCore Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830409
Length 274 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (13) Chapters Close

Preface 1. Getting Started FREE CHAPTER 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 12. Other Books You May Enjoy

Interacting with the environment

We know that ARCore will provide us with identified feature points and planes/surfaces it recognizes around the user. From those identified points or planes, we can attach virtual objects. Since ARCore keeps track of these points and planes for us, as the user moves objects, those that are attached to a plane remain fixed. Except, how do we determine where a user is trying to place an object? In order to do that, we use a technique called ray casting. Ray casting takes the point of touch in two dimensions and casts a ray into the scene. This ray is then tested against other objects in the scene for collisions. The following diagram shows how this works:




Example of ray casting from device screen to 3D space

You, of course, have likely already seen this work countless times. Not only the sample app, but virtually every 3D application uses ray...

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