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Immerge yourself in a new Reality
Alessandro Pozone – Matteo Valoriani
CODEMOTION ROMA 2018
Nice to Meet You
Alessandro Pozone
Xamarin Certified Developer
@_poz1
Linkedin: https://it.linkedin.com/in/alessandropozone
Blog: http://poz1.com
GitHub: https://github.com/poz1
Nice to Meet You
matteo.valoriani@fifthingenium.com
Matteo Valoriani, PhD
CEO of FifthIngenium
mvaloriani at gmail.com
@MatteoValoriani
Slideshare: www.slideshare.net/MatteoValoriani
Linkedin: https://it.linkedin.com/in/matteovaloriani
Blog: http://fifthingenium.com/blog
GitHub: https://github.com/mvaloriani
Virtual Continuum
VR/AR
• Visual Inertial Odometry (VIO)
• ARKit/ARCore
• HoloLens
Shared Development
• Sharing code
• Sharing information
• Demo
Conclusion
Agenda
1969, Apollo Guidance
Computer
2000 Transistor
4k Memory
CPU evolution (Transistors)
5M 160M 1B
7B / 2B on
mobile
10B / 3.3B on
mobile
230  4.400  32.000  90.000
(1996) (2003) (2008) (2016)
RECAP
Virtual Reality
Mobile VR
Console VR
Desktop VR (Outside-in)
Desktop VR (Inside-out)
• .
Augmented Reality
Optical vs Video see - through
Visual Inertial Odometry (VIO)
Visual Inertial Odometry (VIO)
6dof in real time :
• 3D of xyz motion (translation)
• 3D of pitch/yaw/roll (rotation)
Pose is tracked:
• via the Camera system, by matching a point in the real world to a pixel on the camera sensor each frame.
• by the Inertial system (accelerometer & gyroscope — Inertial Measurement Unit or IMU)
The output of both of those systems are then combined via a Kalman Filter which determines which of the two
systems is providing the best estimate of your “real” position.
b
𝑑 = 𝑥𝑙 − 𝑥 𝑟
𝑏+𝑥 𝑙 − 𝑥 𝑟
𝑍−𝑓
=
𝑏
𝑍
Z =
𝑏∗𝑓
𝑑
Depth Sensing (Multi camera)
Single Camera?
The secret here is to have *really* good IMU error removal: Dead-reckoning
• .
TrueDepth Camera
Face tracking.
Scene Understanding
Detection of horizontal planes (tables, floors,
…) and tracking of object.
Lighting Estimation
Estimation of light available in a scene in
order to apply the correct amount of lighting
to virtual objects.
Hardware and Rendering
Optimizations
Apple A9, A10, and A11 processors.
• .
Motion tracking
Estimates a phone’s relative location based
on internal sensors and video footage
Scene Understanding
Uses the camera to detect flat surfaces
Lighting Estimation
Helps virtual props cast accurate shadows
and otherwise fit in with their surroundings
Anchoring objects
HoloLens
What is HoloLens?
HoloLens is the first, fully wireless holographic
computer that redefine personal computing and
empowers people in new ways.
Hololens Hadware Blocks
Sharing Code
Cross Platform
HoloLens Support
WYSIWYG Editor
Quick Interaction Times
Powerful Asset Pipeline
Easy to lean API’s
Programming Language: C#
Wrapper and dlls support: C++
UNITY3D
Cross Platform
HoloLens Support
Integrated with Xamarin
Quick Interaction Times
Easy to lean API’s
Simple 3D rendering
Programming Language: C#
XAMARIN+URHOSHARP
URHOSHARP
Urho (Finnish for “hero” or “brave fighter”) was a legendary, tyrannical king
among the fish. He always hunted without mercy. Sadly, he passed away on 6th
November 2009. This engine was originally called Bofh3D (hinting at the covert
goal of reimplementing the game BOFH: Servers under Siege in 3D) but was
renamed to Urho3D in his honor.
URHO3D
For more of Urho’s legend, see also the music project http://www.mikseri.net/Urho/
XAMARIN SHARED PROJECT
UrhoShap.Forms
UWP SHARED PROJECT
UWP App
URHOSHARP FRAMEWORK STRUCTURE
• A Scene is the root of a game ‘world’
and is rendered into a Viewport by a
Camera
• A Scene contains a hierarchy of Nodes
• A Node has an identifier and a translation
in 3D-space
• A Node may contain child Nodes
• Node type include Light and Camera
• Trasform applied to Node and children
SCENE TREE
• A Node can contain Components which
add behaviour
• StaticModel – allows the the node to be
rendered
• RigidBody – allows the node to participate
in physics
• SoundSource – allows the node to emit
audio
• Light – allows the node to emit light
• Actions can also be attached to a Node,
allowing declarative specification of
behaviour
SCENE TREE (2)
static void Main() => CoreApplication.Run(
new UrhoAppViewSource<GhostAttack>(
new ApplicationOptions("Data")));
public partial class GhostAttack
{ shared code }
public partial class GhostAttack : StereoApplication
{ specific platfom code for XR}
public partial class GhostAttack: Application
{ specific platfom code for Mobile}
URHO APPLICATION
CODE
COMUNICATION
HANDSHAKE
CODE
• .
I've seen things you
people wouldn't believe.
Attack ships on fire off the
shoulder of Orion.
I watched C-beams glitter in the
dark near the Tannhäuser Gate.
All those moments will be lost in
time, like tears in rain. Time to
die.
Developer
Resources
Preview Pricing
Documentation
Client SDKs
Example Code
Join Our Community
Thank you!
Developer
Resources
Preview Pricing
Documentation
Client SDKs
Example Code
Join Our Community
Thank you!
https://medium.com/super-ventures-blog/how-is-arcore-better-than-arkit-5223e6b3e79d
https://www.theverge.com/2017/8/29/16219696/google-arcore-augmented-reality-platform-announce-release-pixel-
samsung
https://www.youtube.com/watch?v=dNXBvDKRg1M
https://www.marxentlabs.com/deep-dive-apple-arkit-game-changer-augmented-reality/
https://developer.apple.com/arkit/
https://developers.google.com/ar/discover/concepts
https://kotaku.com/how-lara-croft-has-changed-over-the-last-16-years-1505856265
http://www.ign.com/articles/2016/07/11/23-perfectly-timed-pokemon-go-screenshots
https://www.wareable.com/trending/trending-vr-add-ons-are-next-big-thing
https://www.howtogeek.com/246333/oculus-rift-vs.-htc-vive-which-vr-headset-is-right-for-you/
https://www.slideshare.net/AugmentedWorldExpo/hiren-bhinde-qualcomm-ondevice-motion-tracking-for-immersive-vr
https://xamarinhelp.com/introduction-urhosharp-xamarin-forms/
references

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