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Found 40 results

  1. Hi I want to render a hologram inside a real object. But the Mixed Reality Capture result shows the hologram looks like out of the real object. Please see the attached image in which the real object is a lampshade. Thanks. YL
  2. I have been doing research into whether the arkit sdk can be used to build to android in unity? I can't seem to find a conlcusive answer yet. I am curious to find out because googles arcore sdk can be built to ios so I was wondering if the arkit plugin could be used on android devices.
  3. I`m looking for some project to boost up my portfolio, I`m not a pro but I`m not bad at all. Feel free to contact me.
  4. DecoDy Studio

    Building a new team

    Hello all I am currently, and after long time thinking and planning, looking for enthusiast people to be part of a team to develop games, my idea is to build a game studio although I am in a very early stage. As a lot of work is needed to be done I need people to participate and be part of this long term project, I can't do everything and I don't have the knowledge to complete all the work needed for games. My first idea is to develop Mobile Games and in particular VR / AR games, I've built a prototype in ARKit with Unity and I have also a couple of games ideas which could be the first games to be released. To do that, I am looking in the short term for developers and creative people (designers, concept artists, etc.) and in the long term musicians, marketing, business development, etc. It is not required a previous experience as I am planning to release first small games while the team is learning and getting the experience to do make bigger games every time we do a new one. If this sounds interesting to you and you want to know more, send me a private message and I will be more than happy to talk. DS
  5. Arnold // Golden Donkey Productions

    AR Unity: IRL to in game

    Hi, I've been working on this issue for a while and haven't yet found an answer. Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible). Thankyou in advance
  6. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources.
  7. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources. View full story
  8. Hello everyone, I'm writing this topic because I can't find a right fit for me. I'm working on a project where AR glasses would be an "extra monitor" and connected to a PC using Windows OS. The AR Glasses would just (for now) mirror the PC monitor or parts of it. The easiest solution for me would be to start my project with AR glasses that are using a Windows OS. However, all the glasses I could find are using Android OS. I'm not interested by the Hololens, because it is too expensive and too bulky. Using Google, I found 3 ways to solve my issue but as I'm a noob, I'm writing this topic so that people who are more expert than me can tell me if I understood correctly, and maybe guide me on which path I should choose : Solution 1 : Someone in the world knows where to find AR glasses with Windows OS on them. Can someone give me a brand name if you think this solution is viable ? Solution 2 : I misunderstood how AR glasses work, and I could install any OS I want on any Smart Glasses. This article talks about Vuzix m100 android smart glasses that are using windows 10 OS. Is it possible to switch OS on smart glasses ? If yes, I will just buy any smart glasses that would fit my needs. Solution 3 : I'll just code a piece of software that will bridge the Android OS app with my Windows OS software. This solution seems to involve more work, but maybe a bit of code is already available in open source. Which solution would you pick if you had to conduct this project, knowing that the PC has to use Windows OS and the AR glasses have to mirror the PC Screen. Thank you for your help, Best Regards, Joseph Nguyen
  9. Hello everyone, I'm writing this new topic because I'm trying to know more about AR, especially smart glasses. I'm reading everywhere that smart glasses are getting crazier, you can always do more stuff with it. However, I would like to know if it is possible to do something really basic : "can I mirror my PC screen on any smart glasses ?". I can find no information about this feature. Either it's so basic that everyone (but me) knows how to do it, or smart glasses can't do it at all. My Google research allowed me to find that Vuzix is creating an app to mirror the PC screen, do I seriously need an app and spend 1400€ for smart glasses just to mirror my PC monitor ? Can someone tell me if it is possible to mirror your screen on smart glasses without spending a crazy amount of money ? The ideal solution for me would be to find smart glasses that does just that, mirror your PC screen or tablet. Thank you very much for your help, Best regards, Joseph
  10. I am working on a game developed using Scenekit (iOS). I am facing some strange issues with collision physics. I have added one 3D table (with a hole at its center) to the scene. I am setting physics shape of this 3D model using following code: SCNBox* tableBody = [SCNBox boxWithWidth:(5*golf.scale.x) height:(0.5*golf.scale.x) length:(9*golf.scale.x) chamferRadius:0]; table.geometry = tableBody; //table geometry //physics shape scale NSValue *shapeScale = [NSValue valueWithSCNVector3:SCNVector3Make(table.scale.x, table.scale.y, table.scale.z)]; //physics shape options NSDictionary *shapeOptions = [NSDictionary dictionaryWithObjectsAndKeys:shapeScale,SCNPhysicsShapeScaleKey,SCNPhysicsShapeTypeConcavePolyhedron,SCNPhysicsShapeTypeKey, nil]; //physics body table.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeStatic shape: [SCNPhysicsShape shapeWithNode:table options:shapeOptions]]; I am adding one 3D ball on top of this table. Issue: The Ball collides with 3D table mesh triangles and changes directions I have following questions: How can I stop collision of ball with these lines? Are there any modification to the physics can be done? I want the hole to be part of the physics shape so that the ball can fall into the hole. I would appreciate any suggestions and thoughts on this topic. Thank you.
  11. The search for intelligent individuals has begun. Are you ready for the first step, PLAYER ONE? Sometimes, it's easier to find what you're looking for if it comes looking for you. The first clue is hidden within this GIF . Can you find the pattern? Can you crack it? Find it, and it will lead you on the road to finding us. We look forward to meeting the few that will make it all the way through. Good luck. #decipher #cryptography #steganography #geek #puzzle #crypto #readyplayerone #outguess #cicada 3301
  12. Yosef BenSadon

    Ray tracing 60 FPS on Tablet.

    Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology. So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the integrated GPU of the i7 . They have a 20 000 triangles dinosaur that looks impressive, better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a new algorithm of a rendering technique called Path tracing/Ray tracing, that is very demanding and so far it is done mostly for static images. From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo i found was with a PC. The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution . Would there be a sizable interest in the developers community in having such a product as a plug-in for existing game engines? How important is Ray tracing to the future of high end real time graphics?
  13. Hi, first post here. I'm making a simple Augmented Reality game from the known 2D puzzle game Slitherlink or Loopy. This will be the first time I'm using shaders, so I'm on a bit of a steep learning curve here. My concept is that AR will look really nice with self illuminating objects, instead of normal materials where the shadows would be missing or wrong, as would be quite striking when composited to the camera feed. So I'd like to make the game as "laser-beams" levitating above the table, which is technically saying displaying and illuminating using tube lights. This is where I'm stuck. I've implemented smooth 2D line segment rendering by creating rectangles perpendicular to the camera and shading them in the fragment shader. I also looked into area lights, but all I could come up with was just "getting the nearest point in a rectangle" concept, which is: - looking nice on diffuse as long as it's a uniform color - but is totally wrong for Blinn and Phong shading My biggest problem is how to get the tube light illumination effect. Instead of the uniform white area on the screenshot below, I'd like to get colored, grid-like illumination on the ground. The number of tube lights can be up to 200. My only idea is to render to a buffer from a top orthogonal projection, apply gaussian blur and use it for diffuse lighting on the floor. Does this sound reasonable? Also, does anyone know how to get spectacular reflections right with an area light? Nothing PBR, just a Blinn would be nice. The scene is very simple: floor on 0, all lights in the same height and only the floor needs to be lit. My shader (Metal, but pretty much 1:1 GLSL): fragment float4 floorFragmentShader(FloorVertexOut in [[stage_in]], constant Uniforms& uniforms [[buffer(2)]], texture2d<float> tex2D [[texture(0)]], sampler sampler2D [[sampler(0)]]) { float3 n = normalize(in.normalEye); float lightIntensity = 0.05; float3 lightColor = float3(0.7, 0.7, 1) * lightIntensity; // area light using nearest point float limitX = clamp(in.posWorld.x, -0.3, 0.3); float limitZ = clamp(in.posWorld.z, -0.2, 0.2); float3 lightPosWorld = float3(limitX, 0.05, limitZ); float3 lightPosEye = (uniforms.viewMatrix * float4(lightPosWorld, 1)).xyz; // diffuse float3 s = normalize(lightPosEye - in.posEye); float diff = max(dot(s, n), 0.0); float3 diffuse = diff * lightColor * 0.2 * 0; // specular float3 v = normalize(-in.posEye); // Blinn float3 halfwayDir = normalize(v + s); float specB = pow(max(dot(halfwayDir, n), 0.0), 64.0); // Phong float3 reflectDir = reflect(-s, n); float specR = pow(max(dot(reflectDir, v), 0.0), 8.0); float3 specular = specB * lightColor; // attenuation float distance = length(lightPosEye - in.posEye); float attenuation = 1.0 / (distance * distance); diffuse *= attenuation; specular *= attenuation; float3 lighting = diffuse + specular; float3 color = tex2D.sample(sampler2D, in.texCoords).xyz; color *= lighting + 0.1; return float4(float3(color), 1); }
  14. I'm near to starting an AR project that needs to support both Android devices and the HoloLens. I'm planning a tabletop game with minimal tracked objects and likely a LeapMotion to recognize hand gestures. What SDK (or combination of SDKs) exist that support both of these devices with (as much as possible) a single codebase? I'm very new to Unity and game development. From my reading, it sounds like the Vuforia+Unity+Windows 10 SDK combo should do it, but it's not clear to me how much platform specific code would be involved or if I would need two entirely separate code projects. I'd also appreciate any intuition related to: how these SDKs relate to each other (eg. what does Vufori add to Unity) what sort of code is device specific other recommendations for SDKs that support both platforms
  15. The European market for VR, AR, and MR is competing with those in the US and Asia, according to a new report by VR Intelligence and SuperData. With the help of industry experts from Epic, KLM and nDreams, the free report explores the biggest opportunities for driving mass adoption on the content, across consumer and enterprise. The white paper features: Front line insight from senior leaders @ Unreal Engine, KLM and nDreams + brand new data from SuperData Exclusive details on growing and emerging projects in the European market The reasons businesses are (or are not) focusing on the European market Details on which leading companies are driving the European market and why they are ahead The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. Jasmine Kees, Project Director at VR Intelligence, said, “With this report, we’ve tried to give both a quantitative and qualitative overview of the European VR, AR and MR market. It’s encouraging to see these figures from SuperData, particularly when backed up with such positive words from Epic, KLM and nDreams, gearing us up nicely for VRX Europe in Amsterdam this May”. The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. For more on VRX Europe 2018 (Amsterdam, May 17-18): http://events.vr-intelligence.com/europe/.
  16. The European market for VR, AR, and MR is competing with those in the US and Asia, according to a new report by VR Intelligence and SuperData. With the help of industry experts from Epic, KLM and nDreams, the free report explores the biggest opportunities for driving mass adoption on the content, across consumer and enterprise. The white paper features: Front line insight from senior leaders @ Unreal Engine, KLM and nDreams + brand new data from SuperData Exclusive details on growing and emerging projects in the European market The reasons businesses are (or are not) focusing on the European market Details on which leading companies are driving the European market and why they are ahead The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. Jasmine Kees, Project Director at VR Intelligence, said, “With this report, we’ve tried to give both a quantitative and qualitative overview of the European VR, AR and MR market. It’s encouraging to see these figures from SuperData, particularly when backed up with such positive words from Epic, KLM and nDreams, gearing us up nicely for VRX Europe in Amsterdam this May”. The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. For more on VRX Europe 2018 (Amsterdam, May 17-18): http://events.vr-intelligence.com/europe/. View full story
  17. UBM's VRDC surveyed over 600 professionals in the VR/AR/MR space to get developers' perspectives on the industry and the road ahead. The report findings include: VR will be a profitable, sustainable industry in the mid- to long-term Rise in popularity of HTC Vive and Oculus Rift among developers Platform exclusives are becoming a bit more common Also of interest is the drop in external funding from angel investors and VC's, and the belief that AR will be more popular than VR in the long-term. Learn more at http://reg.vrdconf.com/VRDC-2017-Innovation-Report. View full story
  18. Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well. A full list is available on the UE forums. View full story
  19. The Austin Game Conference (AGC) today announced that John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote. In his keynote, What is AR and Does it Matter for Games?, Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years. AGC returns to the Austin Convention Center Sept. 21-22, 2017, with the support of game development community and presenting sponsor Intel. More than 80 speakers will share critical online game development insight across 7 conference tracks: Design, Technical,Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. As CEO, John leads Niantic, an innovative company dedicated to building “Real World” mobile gaming experiences that foster exploration, exercise and social interaction. Niantic has developed and released two games, Ingress and global phenomenon Pokémon GO. The company was originally founded as a start up within Google to explore the creation of new kinds of entertainment at the intersection of location, social, and emerging mobile devices. Niantic was spun out as an independent company in 2015 with backing from investors such as Google, Nintendo and The Pokémon Company. In the past year since the launch of Pokémon GO, Facebook, Google, Apple, and Snapchat have all started talking about Augmented Realty. And yet many people are still not sure what ‘AR’ is and there is debate about whether it is relevant to gamers in the near term. Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years. “With the debut of Pokémon GO, last year, Niantic brought augmented reality and managed live game services to the forefront of both game development and the general public, creating a tidal wave of interest,” says Christopher Sherman, Austin Game Conference Executive Director. “We’re excited for John to kickoff AGC and share his insight into what they’ve learned developing the game, the Niantic platform, the live service, and how developers can work to develop the next generation on real world games.” John is joined by more than 80 expert speakers from across the game industry, including individuals from Electronic Arts, Battlecry Studios, Owlchemy Labs, SVRVIVE Studios, Art & Craft Entertainment, Inc., Bungie Studios, ChickenWaffle, Epic Games, Daybreak Game Company, Cloud Imperium Games, Trion Worlds, Riot Games, Twitter, Wicked Fun, Sphero, Sony Interactive Entertainment, HTC Vive, TheWaveVR, Kongregate, Audiokinetic and more. View the full speaker list at http://austingamecon.com/speakers/. Super Early registration for AGC ends July 22nd for the rate of $249.
  20. Joe air-taps Dan’s picture to video call him. Dan picks the call and appears, in front of Joe, Dan’s life-size hologram, floating in the air. In very Sci-fi style, Joe drags the hologram, rests it on a table and pins it. The call wasn’t very different from a regular Skype video call, except it was taking place in Augmented Reality (AR) between Microsoft HoloLens, rather between PCs or Smartphones. The Head Mounted Display (HMD) wore by Joe made the audience believe that he is about to demo some upcoming Virtual Reality (VR) tech by Microsoft. The demo ended in huge applause and gave the audience a sneak-peek what video calls in future will look like. VR and AR are two futuristic technologies that are going to change the way we, humans, perceive technology. It’s natural of App developers to look at these technologies with great hope. While AR technology has been in work for a long time now and is relatively a common place in mobile apps, today, the credit of reviving VR goes to 2012’ Kickstarted project “Oculus Rift: Step Into the Game” by then unknown startup Oculus. Facebook later acquired Oculus for $2 billion and inspired (perhaps forced) Google to make inroads to VR technology. Google Vs Facebook: the next platform war Google, rather than developing a standard PC-connected VR device like Oculus Rift, decided to leverage on the well-established it controls, which led us to Google Cardboard and, later, Daydream. Google’s setting involved a VR kit consist of a HMD and a smartphone. Google released three SDKs for developing apps for cardboard on various platforms: Android, Unity Gaming, and iOS. The SDKs triggered the first set of VR applications developed for smartphones and the world hasn’t looked backwards since. Perspective Reality Cardboard’s successor Daydream, owing to only a handful of Daydream-ready phones and the VR headset Daydream View costing many times the cardboard, is far from a success. But it’s the only native VR SDK available for a mobile platform with Apple conspicuous by its absence in this field, bringing Facebook and Google on the verge of a VR supremacy war. In case you were wondering, unlike its predecessor, Daydream doesn’t support iOS, at least not yet. Is it Apple vs Google again? Both Google Tango and Apple ARKit look promising but are yet to reach their full potential. This might give rise to another platform war between the two tech giants. Apple ARKit supports every iPhone 6s and 7 out there and is a clear winner here. Google Tango at this stage supports a couple of handsets by Asus and Lenovo, neither Pixel-s nor Galaxy-ies. Nevertheless, iOS and Android app developers determined to include either of the technologies in their upcoming apps in a pursuit of futureproofing them have a lot of paths to take at least when they are thinking AR. Daydream may not look like an overly capable project Google hyped for after all; it’s the only feasible platform to develop VR apps on. There is no need to look elsewhere. VR and AR can add value to any app regardless of its category. But how to choose between these two when developing an app or a GAME? Games It’s hard to decide between the two when developing games. AR and VR both tend to blur the lines between real and virtual world. However, VR looks like the missing block in the games that are drawing up on ‘reality’. First Person Shooters (FPSs), today, are growing closer to reality with real life graphics, spine-chilling sound effects and, frantic animations. On top of that, FPSs increasingly include AI engines and physics engines to give a gamer a perception of reality. However, all the action take place in front of a screen placed at a distance from a viewer, which leads to substantial loss of quality by the time the images travels to the viewer’s eyes, broadening the gap between perception and reality. In VR, the screen inside the HMD is placed directly on viewers eyes, giving the user a perception that he is not playing the game, but in it. Spider-Man Homecoming VR Experience is a fun and thrilling first-person game if you have a capable PC and either an Oculus Rift or HTC Vive. Or else you can try VR Roller Coaster on Google Cardboard. If your game needs to interact with the real-world locations (think Pokémon Go), AR is what you need. Otherwise, VR is the way to go. Video Streaming apps For the reason described above, a piece of video content provided taken in 360-view is sure to leave your viewers awestruck. They can move around, revolve wearing the HMD and can actually see what is happening behind the action. VR doesn’t look like very great an option in this category of apps. Apple Developers looking at ARKit with great hope. Sorry! Video Calling The Skype call made on HoloLens I believe is the best rendition of Augmented Reality to date, not as a gimmick but as a technology that actually makes, otherwise, boring and dull video calls interesting and useful at the same time. AR is suitable in case of Video Calling apps because you need to see the world on either side of the call. VR will cut you on your side of call. I am not saying VR is not happening in Video Calling at all but the HoloLens demo, suddenly, makes developing a standalone video calling apps so much sense. Imagine interacting with the world around the person you’re on a call with, annotating objects of your interest and zooming them in and out while the call is still running and he is interacting with yours.
  21. Augmented reality is a technology in which the real world is overlaid, or augmented, with computer-generated image, graphics, sound and even smell. A users view of the real world is enhanced by digital information. It is a blend of digital information with user's environment in real time. Augmented reality is similar to a concept called Computer-mediated reality, where there is a modification or diminishing of the view of reality, rather than an augmentation. Augmented reality may sometimes be confused with virtual reality, but the two concepts are very much different. While augmented reality enhances what a user is seeing in his current environment, virtual reality completely replaces the real world with a computer generated one. So while Virtual reality can be described as completely immersive, augmented reality can be described as partially immersive. Both, however, provide their users with amazing experience via 3D high-definition audio and video. When compared to virtual reality, augmented reality is much closer to the real world. The use of sensors and markers in augmented reality algorithm helps to pinpoint the positions of physical objects and places a location for the computer-generated ones. Currently, augmented reality technology is used in many industries, including marketing, tourism, oil and gas, healthcare, etc., and everyone can benefit from this latest advancement in technology. Let's quickly take a look at the benefits of augmented reality in the field of business; Commerce: This is one aspect where AR app development has about the most impact. With these android or iOS AR apps, there will be lesser cases of chargebacks occasioned by wrongful purchases and return. Now, customers can try out different new clothes to see which fits better without actually wearing them. You can check to see if a set of furniture actually suits your home without having to buy it. You can browse through several colors for a car before actually settling on the one that suits you most. Manufacturing: Augmented reality app development can be very useful in the area of manufacturing, as it can be used for digital maps and plants. This would save a ton of money and time. The feasibility of a plant location can be ascertained via an augmented reality app. It can also be used by project managers to monitor work progress using augmented reality markers on equipment. Education and Training: This is another field where augmented reality plays a very crucial role. It is often believed that what is seen or, better still experienced, in the course of learning never leaves the mind. With augmented reality apps, lecturers and teachers can simulate educationally relevant environment which will be most invaluable in teaching their students. The students will be able to experience this educationally relevant environment or scenarios right from the comfort of their classrooms, thus creating a better learning experience. Through the development of augmented reality apps, students can take a trip to the zoo and experience different aspects of nature. Augmented reality is also a great tool for educational training. With these apps, medical students can try out their first surgeries without harming anyone in the process. Astronauts can also use these tools for space exploration test without the attendant risk and money required in real life. Travel and Tourism: Travelers and tourists will never get lost again with augmented reality installed unto their GPS mobile apps. With this tool, they would be able to find places of interest with much ease, as this destination will be superimposed and pinpointed on their view of the real world. This tool will also give information about different sightseeing location, help to translate street signs etc. Even in museums, the addition of a new layer of cultural information adds to the overall experience. The future of augmented reality display with regards to travel is to be nothing more than just a pair of glasses. This glasses will show informative graphics in the field of view of its user with corresponding audio, enlightening him about whatever he is looking at. Other walks of life where augmented reality app development finds immense relevance includes; Medicine: With augmented reality, surgeons will find it much easier to conduct certain surgical procedures which were initially considered too risky. One of such surgeries is that of the brain. The brain is a mass of nerve, billions of them, bundled together. Each layer or section is responsible for certain behavior or functionality. Meddling with any of these nerves without a proper guide is highly risky. The brain is still not well understood by medicine. But with augmented reality, medicine has taken a huge leap forward in the overall understanding of the brain. Procedures can be carried out on the brain with a greater degree of certainty, as computer-generated relevant images can be superimposed on the brain, informing the surgeon on which areas he should touch and that which to stay away from. Military: Augmented reality apps also hold important relevance for the military, as it can be used majorly for training. With superimposed images in the real world, soldiers can train for battle in whatever terrain they wish to. This helps to cut down on training cost while giving a unique experience. Training can be as close to reality as possible, creating better and more versatile soldiers. Architecture: Augmented reality can be employed by architects as they can superimpose planned structures in proposed location and visualize its feasibility in that location. Trimble Navigation is an example of such application. It can also be applied to an architect workspace, bringing into visualization the 3D animation of the architect 2D plans. This helps the architect to have a better view of his plan, and make the necessary adjustments if needed. Even in during sightseeing, augmented reality can assist users to view not just the exterior but even the interior objects and layout. Practically, it was applied in the Christchurch earthquake by the University of Canterbury, to guide planners and engineers to understand the previous landscape. Gaming: The gaming industry is one of the biggest and earliest users of augmented reality applications. The technology can be used to develop games created for indoor environment, some of such games include, Titans of space and AR air hockey. The augmented reality app development company, Niantic, is one of the industry leaders in the creation of augmented reality games such as Ingress and Pokemon go. Industrial Design: Augmented reality apps can be used in industrial design to visualize the design of an equipment and its operation before its completion. It was used by Volkswagen in its crash test exercise. It can also be used in the development of cars, adjusting its structure, color, and engine layout according to the taste of the manufacturer.
  22. The Austin Game Conference (AGC) today announced that John Hanke, CEO and Founder, Niantic, Inc., creator of the popular augmented reality mobile game, Pokémon GO, will deliver the show’s opening keynote. In his keynote, What is AR and Does it Matter for Games?, Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years. AGC returns to the Austin Convention Center Sept. 21-22, 2017, with the support of game development community and presenting sponsor Intel. More than 80 speakers will share critical online game development insight across 7 conference tracks: Design, Technical,Production, Virtual Reality / Augmented Reality, Audience Development, Audio and Business. As CEO, John leads Niantic, an innovative company dedicated to building “Real World” mobile gaming experiences that foster exploration, exercise and social interaction. Niantic has developed and released two games, Ingress and global phenomenon Pokémon GO. The company was originally founded as a start up within Google to explore the creation of new kinds of entertainment at the intersection of location, social, and emerging mobile devices. Niantic was spun out as an independent company in 2015 with backing from investors such as Google, Nintendo and The Pokémon Company. In the past year since the launch of Pokémon GO, Facebook, Google, Apple, and Snapchat have all started talking about Augmented Realty. And yet many people are still not sure what ‘AR’ is and there is debate about whether it is relevant to gamers in the near term. Hanke will discuss the challenges and opportunities of building augmented reality games. He will provide learnings from developing AR games and running them as live services and discuss what shape augmented reality will take on in the next few years. “With the debut of Pokémon GO, last year, Niantic brought augmented reality and managed live game services to the forefront of both game development and the general public, creating a tidal wave of interest,” says Christopher Sherman, Austin Game Conference Executive Director. “We’re excited for John to kickoff AGC and share his insight into what they’ve learned developing the game, the Niantic platform, the live service, and how developers can work to develop the next generation on real world games.” John is joined by more than 80 expert speakers from across the game industry, including individuals from Electronic Arts, Battlecry Studios, Owlchemy Labs, SVRVIVE Studios, Art & Craft Entertainment, Inc., Bungie Studios, ChickenWaffle, Epic Games, Daybreak Game Company, Cloud Imperium Games, Trion Worlds, Riot Games, Twitter, Wicked Fun, Sphero, Sony Interactive Entertainment, HTC Vive, TheWaveVR, Kongregate, Audiokinetic and more. View the full speaker list at http://austingamecon.com/speakers/. Super Early registration for AGC ends July 22nd for the rate of $249. View full story
  23. Germs are everywhere! They are lurking around you and waiting for your weaker day to attack. Don’t just sit there and wait for illness to happen! Download the game and check where are they: maybe in your bedroom? In your closet? Car? Kitchen? They could be anywhere… Germo Phobia AR is a simple, addictive, free augmented reality game will bring tons of fun for you and your kids. Just move around your phone or tablet to aim and look for germs around you. And then tap the syringe to fire the medicine at them! It really is that simple! Download Germo Phobia now for free! Use this game as your daily workout or stress release It works!
  24. Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well. A full list is available on the UE forums.
  25. Hey all, I have a cool idea for the HoloLens. I have one but would like to collaborate on an idea. I was hoping on doing some additional hand tracking, not sure if it is entirely possible without writing custom gesture controls into the SDK. I have one and have coded a few apps on it already but would like to work with other folks who have access as well. Please PM me if you are interested. Damian
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