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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

Chapter 8: Planets: Tracking Images

In this chapter, we will be using augmented reality for data visualization and education. We're going to build a project where users can learn about the planets in our Solar System. Suppose you have a children's science book on the Solar System with a companion mobile app. On the page about planet Earth, for example, the reader can point their mobile device at the picture on the page and a 3D rendering of the Earth will pop out of the page.

The AR mechanism we'll be using is known as image tracking. With image tracking, you prepare a reference library of images that may be recognized and tracked in the real world at runtime. When the user's device's camera detects one of these images, a virtual object can be instantiated at the image location.

I have provided you with "planet cards," which have pictures and unique markers on them for each planet that I created from free resources available on the web, for...

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