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Augmented Reality for Android Application Development
Table of Contents
Augmented Reality for Android Application Development
Credits
About the Authors
About the Reviewers
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Augmented Reality Concepts and Tools
A quick overview of AR concepts
Sensory augmentation
Displays
Registration in 3D
Interaction with the environment
Choose your style – sensor-based and computer vision-based AR
Sensor-based AR
Computer vision-based AR
AR architecture concepts
AR software components
AR control flow
System requirements for development and deployment
Installing the Android Developer Tools Bundle and the Android NDK
Installing JMonkeyEngine
Installing VuforiaTM
Which Android devices should you use?
Summary
2. Viewing the World
Understanding the camera
Camera characteristics
Camera versus screen characteristics
Accessing the camera in Android
Creating an Eclipse project
Permissions in the Android manifest
Creating an activity that displays the camera
Setting camera parameters
Creating SurfaceView
Live camera view in JME
Creating the JME activity
Creating the JME application
Summary
3. Superimposing the World
The building blocks of 3D rendering
Real camera and virtual camera
Camera parameters (intrinsic orientation)
Using the scenegraph to overlay a 3D model onto the camera view
Improving the overlay
Summary
4. Locating in the World
Knowing where you are – handling GPS
GPS and GNSS
JME and GPS – tracking the location of your device
Knowing where you look – handling inertial sensors
Understanding sensors
Sensors in JME
Improving orientation tracking – handling sensor fusion
Sensor fusion in a nutshell
Sensor fusion in JME
Getting content for your AR browser – the Google Places API
Querying for POIs around your current location
Parsing the Google Places APIs results
Summary
5. Same as Hollywood – Virtual on Physical Objects
Introduction to computer vision-based tracking and VuforiaTM
Choosing physical objects
Understanding frame markers
Understanding natural feature tracking targets
VuforiaTM architecture
Configuring VuforiaTM to recognize objects
Putting it together – VuforiaTM with JME
The C++ integration
The Java integration
Summary
6. Make It Interactive – Create the User Experience
Pick the stick – 3D selection using ray picking
Proximity-based interaction
Simple gesture recognition using accelerometers
Summary
7. Further Reading and Tips
Managing your content
Multi-targets
Cloud recognition
Improving recognition and tracking
Advanced interaction techniques
Summary
Index
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