Unity 2018 Augmented Reality Projects

Build four immersive and fun AR applications using ARKit, ARCore, and Vuforia
 
 
Packt Publishing
  • 1. Auflage
  • |
  • erschienen am 30. Juli 2018
  • |
  • 358 Seiten
 
E-Book | PDF mit Adobe DRM | Systemvoraussetzungen
978-1-78883-584-8 (ISBN)
 
Create engaging Augmented Reality (AR) applications with Unity 3D that can be experienced with devices such as HoloLens and DaydreamKey FeaturesLearn the principles of AR application development Work with the most popular sensors used in AR games and applications across Android, Apple and WindowsBuild experiences with interactive objects, physics, UI, animations, and C# scriptingBook DescriptionAugmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets.Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018.This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor.By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity.What you will learnBuild and run AR applications for specific headsets, including HoloLens and DaydreamCreate 3D scenes with Unity and other 3D tools while learning about world space and scaleMove around your AR scenes using locomotion and teleportationCreate filters or overlays that work in tandem with facial recognition softwareUse GPS, geolocation services, and the camera feed to create a fitness applicationIntegrate AR and VR concepts together in a single applicationWho this book is forUnity 2018 Augmented Reality Projects is for you if you're a game developer familiar with 3D computer graphics and interested in building your own AR games or applications. Any experience in Unity and C# is an advantage.
  • Englisch
  • Birmingham
  • |
  • Großbritannien
978-1-78883-584-8 (9781788835848)
weitere Ausgaben werden ermittelt
Jesse Glover is a self-taught software developer and indie game developer who has worked with multiple game engines and has written many tutorials on the subject of game development over the past 8 years. He maintains a YouTube channel dedicated to game development made easy and writes for Zenva in his spare time to teach the ins and outs of game development with Unity, CryEngine, and Unreal Engine, just to name a few. Jesse has also written Unity Programming for Human Beings.
Jesse Glover is a self-taught software developer and indie game developer who has worked with multiple game engines and has written many tutorials on the subject of game development over the past 8 years. He maintains a YouTube channel dedicated to game development made easy and writes for Zenva in his spare time to teach the ins and outs of game development with Unity, CryEngine, and Unreal Engine, just to name a few. Jesse has also written Unity Programming for Human Beings.
  • Cover
  • Title Page
  • Copyright and Credits
  • Dedication
  • Packt Upsell
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: What AR is and How to Get Set up
  • Available AR packages
  • Defining AR
  • An incomplete list of AR devices
  • Advantages and disadvantages of the different AR toolkits available
  • ARCore
  • ARKit
  • Vuforia
  • ARToolKit
  • Building our first AR applications
  • Setting up Vuforia
  • Setting up ARToolKit
  • Setting up ARCore
  • Setting up ARKit
  • Building Hello World in ARKit
  • Summary
  • Questions
  • Chapter 2: GIS Fundamentals - The Power of Mapping
  • What is GIS?
  • The history of GIS
  • GIS techniques and technologies
  • Ways to capture GIS
  • Converting from raster to vector
  • Projections and coordinate systems
  • Spatial analysis with GIS
  • Data analysis with GIS
  • GIS modeling
  • Geometric networks
  • Hydrological modeling
  • Cartographic modeling
  • Map overlays
  • Statistics used with GIS
  • Geocoding
  • Reverse geocoding
  • Open Geospatial Consortium Standards
  • Web mapping
  • GIS and adding dimension of time
  • Semantics
  • The implications of GIS in society
  • GIS in the real world
  • GIS in education
  • GIS in local governments
  • GIS and augmented reality
  • Applications of GIS
  • Gaming and GIS
  • Summary
  • Questions
  • Chapter 3: Censored - Various Sensor Data and Plugins
  • Project overview
  • Getting started
  • Sensors
  • Leveraging sensors with plugins
  • Writing unity plugins
  • C# language plugin
  • C++ language plugin
  • Swift language plugin
  • Objective-C language plugin
  • Java language plugin
  • Creating a sensor driver in Java
  • Summary
  • Have a go hero
  • Questions
  • Further reading
  • Chapter 4: The Sound of Flowery Prose
  • Project overview
  • Getting started
  • Conceptualizing the project
  • Basic idea/concept
  • Choosing the right programming language
  • Choosing your release platform
  • Choosing your game engine, libraries, and frameworks
  • Developing the game design and application design document
  • Bonus - UML design
  • Prototyping
  • Setting up the Unity project
  • Code implementation details
  • Working with XCode
  • Summary
  • Questions
  • Further reading
  • Chapter 5: Picture Puzzle - The AR Experience
  • Project background
  • Project overview
  • Getting started
  • Installing Vuforia
  • Differences between macOS and Windows setups
  • Windows project setup
  • Building the Windows project
  • macOS project setup
  • Building the macOS Project
  • Working with Xcode
  • Summary
  • Questions
  • Chapter 6: Fitness for Fun - Tourism and Random Walking
  • Background information on Mapbox
  • Project overview
  • Getting started
  • Setting up Mapbox
  • Important items to note
  • Setting up the project
  • Scripting the project
  • Finalizing the project
  • Summary
  • Questions
  • Further reading
  • Chapter 7: Snap it! Adding Filters to Pictures
  • Project overview
  • Getting started
  • What is OpenCV?
  • Creating the project with paid assets
  • Installing and building OpenCV
  • Downloading OpenCV
  • [Configuring the CMake and OpenCV source files]
  • Configuring the CMake and OpenCV source files
  • OpenCV with Unity
  • OpenCV and Unity
  • Summary
  • Questions
  • Further reading
  • Chapter 8: To the HoloLens and Beyond
  • What is Mixed Reality, and how does it work?
  • Urban Hunt
  • Smart Urban Golf
  • XR applications in media
  • XR with HoloLens
  • Getting Mixed Reality ready
  • Project overview
  • Playing with Mixed Reality
  • Setting up the camera
  • Performance and quality control
  • Targeting the Windows 10 SDK
  • Do the robot
  • Building and deploying from Visual Studio
  • Summary
  • Questions
  • Further reading
  • Other Books You May Enjoy
  • Index

Dateiformat: PDF
Kopierschutz: Adobe-DRM (Digital Rights Management)

Systemvoraussetzungen:

Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).

Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions (siehe E-Book Hilfe).

E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)

Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist. Mit Adobe-DRM wird hier ein "harter" Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.

Bitte beachten Sie bei der Verwendung der Lese-Software Adobe Digital Editions: wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!

Weitere Informationen finden Sie in unserer E-Book Hilfe.


Download (sofort verfügbar)

49,09 €
inkl. 19% MwSt.
Download / Einzel-Lizenz
PDF mit Adobe DRM
siehe Systemvoraussetzungen
E-Book bestellen