About the publication of "AR Foundation Augmented Reality Development Practice (ARKit Version)" (updated on 2023-04-05)

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  ARKit is Apple's major technical layout in the field of cutting-edge technology, and it is also the current benchmark for AR application development engines in the mobile field. Thanks to the good ecological integration of software and hardware, ARKit has good motion tracking stability, low performance consumption, and rich functional features. It can be used to develop amazing AR applications. ARKit supports iPhone and iPad devices, and it is foreseeable that it will also support the upcoming iGlass glasses device.

  This book is a sister edition of "AR Foundation Augmented Reality Development Practice (ARCore Edition)" . It describes the use of ARKit for AR application development on the iOS/iPadOS platform, from AR technology concepts, principles, and theoretical context to various functional technical points, practical skills, Design principles, performance optimization, and a comprehensive description of the technologies involved in ARKit application development are designed to help developers systematically master the relevant knowledge of AR development and establish an ARKit AR application development knowledge system. The content organization of this book and the ARCore version are basically the same, but they are independent and complete. There is no dependency between the two books. Because they are independent and complete, some of the content is repeated. The AR Foundation is divided into two books and published independently. On the one hand, it absorbs the experience in content organization of "The Authoritative Guide to AR Development-ARFoundation" to make the structure clearer and the description clearer; on the other hand, ARCore and ARKit have many independent features. It cannot be summarized in one book.

  This book is based on the AR Foundation framework and uses the URP rendering pipeline. It describes the use of ARKit for AR application development on the iOS platform, from AR technology concepts, principles, and theoretical context to various functional technical points, AR Quick Look, design principles, and performance optimization. It also provides an introduction to ARKit. The technologies involved in application development are described in an all-round way, with easy-to-understand language and easy-to-understand explanations.

  The book is divided into three parts: The first part is the basic chapter, including Chapter 1 to Chapter 3. It starts from the most basic augmented reality concept and explains the AR application development from software and hardware preparation, development environment construction, and project setup through an example. , the whole process of release and deployment, discusses the technical foundation and common components of the AR Foundation framework, and focuses on exploring the functional characteristics and motion tracking principles of ARKit; the second part is the functional technology chapter, including Chapter 4 to Chapter 13, which analyzes the functions of ARKit The features were explored and discussed in detail, from plane detection, 2D image and 3D object detection, face detection to persistent storage and sharing, light and shadow special effects, human motion capture, etc., all-round technical analysis, explanation and demonstration were carried out . It also explains and explains practical functions such as AR scene management, image information processing, 3D text audio and video, and AR Quick Look. The third part is an advanced chapter, including Chapter 14 to Chapter 15, which mainly explains AR applications. Topics related to design and performance optimization focus on improving developers’ practical application capabilities and overall grasp when developing AR applications.

  This book is suitable for AR beginners, Unity developers, programmers, and scientific researchers. It can also be used as a study book for teachers and students of related majors in universities and colleges, as well as a training material for training schools.

  This book is divided into three parts: the first part is the basic part, the second part is the functional technical part, and the third part is the advanced part. Focusing closely on the development of ARKit, it gives a comprehensive description of its functional characteristics, and explains AR application design principles and performance optimization related knowledge from the perspective of practical application. The main contents of each chapter are as follows:

  Chapter 1: Introduction to AR Development
  Basics Introduction Chapter briefly introduces the concept of augmented reality, motion tracking principles, and AR Foundation development framework. Through an example, it explains the entire process of AR development from software and hardware preparation, development environment construction, project setup, release and deployment. And briefly introduced AR application debugging methods and tools.

  Chapter 2 AR Foundation Basics
  briefly describes the AR Foundation architecture, common functional objects and components, trackable objects and their management, and demonstrates the use of AR session management.

  Chapter 3 ARKit Functional Features and Development Basics:
  From ARKit’s main functions, advantages and disadvantages, motion tracking to device availability check, the basic functional features of ARKit are described, and a brief introduction to geographical location-based AR, device thermal management, and AR light applications related information.

  Chapter 4 Plane Detection and Anchor Point Management
  details the functional technical points related to ARKit plane detection management, visualization, personalized rendering, plane classification, ray detection, feature points and point clouds, and explains the working principle, operation and use of anchor points, and attention. Matters are explained, leading readers to become familiar with the basic use and operation methods of the Traceable Object Manager. The basic use, operation, and rendering of the scene geometric surface mesh generated through LiDAR sensor detection are explained and demonstrated.

  Chapter 5 2D Image and 3D Object Detection and Tracking
  explains the use of ARKit for 2D image and 3D object detection, recognition, and tracking operations. Based on practical applications, it also adds/switches reference images and reference image libraries statically and at runtime. Detailed usage demonstration. The operation demonstration of the multi-2D image multi-model and multi-3D object multi-model functions was carried out.

  Chapter 6 Face Detection and Tracking
  This chapter elaborates on the relevant knowledge of face detection and tracking, demonstrates the operation of face posture detection, face grid, and multi-face detection, and also demonstrates the BlendShapes function, turning on the front and rear cameras when turned on, Functional features such as eye tracking are discussed in depth and their operation is demonstrated.

  Chapter 7 Light and Shadow Effects
  Light and shadow are extremely important factors that affect the fusion of virtual and real AR, and are also an important factor in creating an immersive experience of virtual and real fusion. This chapter describes the basic methods of realizing illumination estimation and environmental reflection in AR applications, and elaborates on the application of AR in AR applications. Various techniques and techniques for achieving shadow effects in applications.

  Chapter 8 Persistent storage and multi-person sharing
  Persistent storage and multi-person experience sharing are difficult points in AR applications. This chapter elaborates on the relevant knowledge of AR experience persistence and sharing through ARWorldMap and collaborative sessions, and also demonstrates how to achieve AR experience persistence and sharing through Microsoft How the Azure cloud implements similar functionality.

  Chapter 9 Limb Motion Capture and Humanoid Occlusion
  explains in detail the principles, technical points, and usage processes related to 2D and 3D human limb motion capture, demonstrates the general method of using motion capture data to drive virtual human models, and conducts research on humanoid semantic segmentation related knowledge. In order to explore, the functions of humanoid occlusion and humanoid area extraction are realized.

  Chapter 10 Scene Image Acquisition and Scene Depth
  ARKit needs to capture device camera image data for motion tracking and AR scene background rendering. This chapter explains the general method of capturing device camera image data and AR scene image data, and demonstrates image data processing through an example. The general process, and explains the relevant knowledge of scene depth data acquisition and application.

  Chapter 11 Camera and Gesture Operation
  User interaction with AR scenes or virtual objects is an important functional component of AR applications. This chapter explains the methods and techniques for the overall operation of the AR scene and the operation of virtual objects in the scene.

  Chapter 12 3D Text and Audio and Video
  AR scenes include not only virtual models, but also 3D text. AR positioning includes not only visual positioning, but also 3D positioning of sound sources. This chapter elaborates on related technologies and applications, and demonstrates the General method for playing videos in AR scenes.

  Chapter 13 USDZ and AR Quick Look
  This chapter explains how to use ARKit capabilities on the web side. Through web side AR, users do not need to install apps, which can greatly facilitate the dissemination and promotion of AR applications. It also introduces in detail the features of web side AR applications. Knowledge about the USDZ model format file used.

  Chapter 14 AR Application Design Guide
  This chapter discusses the differences between AR applications and ordinary applications. It also points out matters that should be paid attention to when designing and developing AR applications. It also puts forward the basic guidelines that should be followed in the design and development of AR applications and explains how to improve virtual reality. Methods and techniques for rendering objects realistically, focusing on improving the user experience of AR applications.

  Chapter 15 Performance Optimization
  AR applications are computing-intensive applications that run on lightweight mobile devices with very limited software and hardware resources. Performance optimization plays a decisive role. This chapter mainly focuses on troubleshooting and optimization techniques for performance issues during AR application development. Learn and focus on improving the performance of AR applications.

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The book is published by Tsinghua University Press and is expected to be published in February 2023.

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Origin blog.csdn.net/yolon3000/article/details/126809863