What’s the difference between using ARAnchor to insert a node and directly insert a node?

Update: As of iOS 11.3 (aka “ARKit 1.5”), there is a difference between adding an ARAnchor to the session (and then associating SceneKit content with it through ARSCNViewDelegate callbacks) and just placing content in SceneKit space. When you add an anchor to the session, you’re telling ARKit that a certain point in world space is … Read more

Using Android Studio with Vuforia [closed]

Read our Getting Started Guide for instructions on setting up the Java SDK, Android SDK and NDK: https://developer.vuforia.com/resources/dev-guide/getting-started-android-native-sdk Make sure you have installed the latest version available of Android Studio from: http://developer.android.com/sdk/index.html Use the Android SDK Manager (from within Android Studio) to get the latest Android SDK and Android Platform and Build tools Launch Android … Read more

Android getOrientation Azimuth gets polluted when phone is tilted

For complete code see https://github.com/hoananguyen/dsensor Keep a history and average out, I do not know the correct interpretation of pitch and roll so the following code is for azimuth only. Class members private List<float[]> mRotHist = new ArrayList<float[]>(); private int mRotHistIndex; // Change the value so that the azimuth is stable and fit your requirement … Read more

iPhone 4 Camera Specifications – Field of View / Vertical-Horizontal Angle

If the sensor is 3.39 mm tall (referenced to landscape mode), then half that is 1.695 mm. Focal length for the iPhone 4 is listed as 3.85 mm. atan(1.695/3.85) is 23.75 degrees from center to top, or 47.5 degrees top to bottom. For the longer dimension 4.52/2 = 2.26 mm, atan(2.26/3.85) = 30.41 center to … Read more

ARKit – What do the different columns in Transform Matrix represent?

ARKit, RealityKit and SceneKit frameworks use 4 x 4 Transformation Matrices to translate, rotate, scale and shear 3D objects (just like simd_float4x4 matrix type). Let’s see how these matrices look like. In 3D Graphics we often use a 4×4 Matrix with 16 useful elements. The Identity 4×4 Matrix is as following: Between those sixteen elements … Read more

Getting displacement from accelerometer data with Core Motion

Cool, there are people out there struggling with the same problem so it is worth to spent some time 🙂 I agree with westsider’s statement as I spent a few weeks of experimenting with different approaches and ended up with poor results. I am sure that there won’t be an acceptable solution for either larger … Read more

Computing camera pose with homography matrix based on 4 coplanar points

If you have your Homography, you can calculate the camera pose with something like this: void cameraPoseFromHomography(const Mat& H, Mat& pose) { pose = Mat::eye(3, 4, CV_32FC1); // 3×4 matrix, the camera pose float norm1 = (float)norm(H.col(0)); float norm2 = (float)norm(H.col(1)); float tnorm = (norm1 + norm2) / 2.0f; // Normalization value Mat p1 = … Read more