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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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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

Understanding AR image tracking

Before we start building our project, let's take a moment to learn how AR image tracking works. In this section, I'll introduce some of the basic principles behind image recognition and tracking, and what makes some images better than others for this purpose.

As we know, the principles behind augmented reality involve using compute mechanisms to recognize features in the real world, determine their position and orientation in a 3D space, instantiate virtual objects relative to and anchored within this 3D space, and track the user as they move within this space. Modern devices can accomplish this using their video cameras and other sensors built into the device to performing real-time spatial mapping of the environment. A different approach is for the device to track predetermined images. That is what we will use for the project in this chapter.

Augmented reality technology was born in the 1990s, where QR code-like marker images were used...

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