"Computer Vision Augmented Reality Application Development" PDF

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  • Publisher:  Machinery Industry Press; 1st edition (September 6, 2017)
  • Series Title:  RAVV Series
  • Paperback:  238 pages
  • Language:  Simplified Chinese
  • Format:  16
  • ISBN: 9787111576907
  • Barcode:  9787111576907
  • Product size:  25.4 x 18.3 x 1.3 cm
  • Item weight:  481 g
  • Brand:  Machinery Industry Press
  • ASIN: B075DSNG31

content

Contents 
Preface 
Chapter 1 Unity 3D AR Application Development Fundamentals 1 
1.1 Unity 3D Engine Introduction 1 
1.1.1 Unity 3D Download and Installation 1 
1.1.2 Unity 3D Operation Interface Introduction 6 
1.1.3 Unity 3D Basic Components and Operations 7 
1.1.4 Unity 3D Resource Store 14 
1.2Unity 3D Programming Fundamentals 14 
1.2.1C# Programming Fundamentals 14 
1.2.2C# Object-Oriented Programming Fundamentals 24 
1.2.3C# Object-Oriented Programming Advanced 26 
1.2.4C# Scripting in Unity 3D 30 
1.3Unity 3D Programming Advanced 32 
1.3.1 Design patterns of Unity 3D 32 
1.3.2 The life cycle of MonoBehavior 33 
1.3.3 Controlling the position of GameObject 37 
1.3.4 Controlling the generation and destruction 
of GameObject 40 1.3.5 Handling object collision in Unity 3D 43 
1.3.6 UI components Use 45 
1.4 AR commonly used Unity 3D plug-in 49 
1.4.1 Video playback plug-in: Easy Movie Texture50 
1.4.2 Animation control plug-in: iTween53 
1.4.3 Gesture control plug-in: Easy Touch57 
Chapter 2 Using Vuforia to develop AR applications 60  2.1 Vuforia
SDK Introduction 60 
2.1.1 Download and installation of Vuforia SDK 60 
2.1.2 Create App License Key62 
2.1.3 Enter App License Key in SDK 63 
2.2 Use Vuforia SDK for object recognition 64 
2.2.1 Image recognition 64 
2.2.2 Cuboid recognition 70 
2.2.3 Cylinder Body Recognition 73 
2.2.4 Object Recognition 76 
2.3 Using Vuforia SDK to Create AR Video 80 
2.3.1 Upload Recognition Image 80 
2.3.2 Create Recognition Video Play GameObject 80 
2.3.3 Create Recognition Map Object 83 
2.3.4 Compile and Run Program 85 
2.4 Create AR Battle Game 87 
2.4.1 Create Recognition Map 87 
2.4.2 Create Bullets 87 
2.4.3 Create Player Characters 90 
2.4.4 Create Enemies 102 
2.4.5 Set Players and Characters as Image Targets 104 
Chapter 3 Extended Functions in AR Applications Implementing 110 
3.1 Implementing Network Communication in Unity 3D 110 
3.1.1 Introduction to Computer Networks 110 
3.1.2 Building an HTTP Server 111 
3.1.3 Using WWW to Get Pictures from an HTTP Server 112 
3.2 Getting Weather Information in Unity 3D 115 
3.2.1 Pass Network API to get weather data 115 
3.2.2 Decompressing Character Arrays Using GZipStream 116 
3.2.3 Deserializing JSON Data in Unity 117 
3.3 Getting GPS Information in Unity 3D 119 
3.3.1 LocationService Class 119 
3.3.2 Building Scenes and UI Processing Logic 119 
3.3.3 Getting GPS data 120 
3.3.4 Obtaining cities by geographic location 123 
3.4 Generating and identifying QR codes in Unity 126 
3.4.1 Introduction to QR CodeBarcode Scanner and Generator 126 
3.4.2 Building a project scene 127 
3.4.2 Scanning QR codes 128 
3.4 .3 Generating QR codes 130 
3.5 Implementing dynamic resource loading in Unity 3D 132 
3.5.1 Introduction to AssetBundles 132 
3.5.2 How to create AssetBundles  132
3.5.3 How to load AssetBundles 134 
3.5.4 Dependencies between AssetBundles 135 
3.6 Implementing in Unity 3D Hot Update 141 
3.6.1 Hot Update Scheme Comparison 141 
3.6.2 Introduction to XLua 142 
3.6.3 How to Use XLua Update 142 
Chapter 4 Developing Image Recognition Applications with OpenCV 145 
4.1 Introduction  to OpenCV Image Recognition 145 4.1.1
OpenCV Image Recognition Technology Application Areas 145 
4.1.2 Introduction to the OpenCV Technology Module 145 4.1.3 Introduction  to
the OpenCV For Unity Plug-in 147 
4.2 Configuring the Basic Development Environment 148 
4.2.1 Development Environment Requirements 148 
4.2.2 Importing the OpenCV For Unity Plug-in Package 148 
4.2.3 Configuring the OpenCV For Unity Plug-in 149 
4.2.4 Running the OpenCV For Unity sample project 149 
4.3 Facial recognition 152 
4.3.1 Introduction to the FaceTrackerSample extension 152 
4.3.2 Scene construction 152 
4.3.3 Writing face recognition scripts 155 
Chapter 5 AR development with ARToolkit 160 
5.1 Introduction to ARToolKit 160 
5.1.1 What is ARToolKit 160 
5.1.2 ARToolKit feature introduction 161 
5.1.3 ARToolKit plug-in package import 161 
5.1.4 ARToolKit directory introduction 163 
5.2 Build a simple AR scene 163 
5.2.1 Create and set AR Controller163 
5.2.2 Create and set ARMarker165 
5.2.3 Create and Setting up AR Origin and AR Tracked Object165 
5.2.4 Creating and setting up ARCamera166 
5.2.5 Running the scene 168 
5.3 Introduction to the recognition graph in ARToolKit 168 
5.3.1 Traditional Template Square Recognition Diagram 168 
5.3.22D-Barcode Recognition Diagram 173 
5.3.3 Multiple Recognition Diagram 175 
5.3.4 Feature Point Recognition Diagram 177 
5.4 Advanced Content of ARToolKit 178 
5.4.1 Operation Mechanism of AR Controller 178 
5.4.2 ARToolKit
5.4.3 ARToolKit usage limitations 179 
5.5 Cross-platform development considerations 180 
5.5.1 Plug-in known issues 180  5.5.2Android180 
5.5.3iOS182  Chapter 6 Kinect application development 183 
6.1  Kinect introduction 183  6.1.1 Kinect is What 183  6.1.2 Introduction to Kinect Features 183  6.2 Building a Kinect Unity 3D Development Environment 184  6.2.1 Hardware Requirements 184  6.2.2 Installing DirectX185  6.2.3 Installing Kinect SDK 186  6.2.4 Installing Kinect Unity Plugin 188  6.3 Using Kinect to Make Somatosensory Games 190  6.3.1 Create Kinect Manager190  6.3.2 Import 3D models of characters and create Avatar190  6.3.3 Create characters 192  6.3.4 Create enemies 194 














6.3.5 Add attack processing for characters 197 
6.3.6 Add UI display 199 
Chapter 7 HoloLens202  7.1 HoloLens
introduction 202 
7.1.1 Hologram introduction 204 
7.1.2 HoloLens hardware details 205 
7.1.3 HoloLens shell207 
7.1.4 Using MRC209 
7.1.5 HoloLens accessories use 210 
7.2 HoloLens usage and development environment configuration 210 
7.2.1 Use Windows Device Portal  210
7.2.2 Install HoloLens development tools 213 
7.2.3 Use of HoloLens simulator 213 
7.3 Use Unity to develop HoloLens holographic applications 215 
7.3.1 Configure a Unity project suitable for HoloLens development 215 
7.3.2 Camera settings 219 
7.3.3 Gaze function implementation 220 
7.3.4 Gesture function implementation 222 
7.3.5 Voice input function implementation 225 
7.3.6 World Anchor ) and the Persistence function to achieve 229 
7.3.7 Spatial Sound function to achieve 234 
7.3.8 Spatial Mapping function to achieve 235 


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