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AR and VR development tools and platforms

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AR and VR development tools and platforms

  1. 1. INTRODUCTION TO IMMERSIVE TECHNOLOGIES AR AND VR DEVELOPMENT PLATFORMS WWW.LEARNROLLIMMERSE.COM All Rights Reserved @ 2018
  2. 2. LEARNROLL IMMERSE ENABLES AR AND VR BASED STEM LEARNING & EXPERIENCES IN A CLASSROOM AND LAB OUR EXPERIENCE CENTER IS A FACILITY WITH HIGH END VR & AR DEVICES , STEM CONTENT AND FIOS WITH 150 MBPS PRODUCTS (IN DEVELOPMENT) CLASSIMMERSE – For Classrooms LABIMMERSE – For Labs , Media Centers GURU – Intelligent AI Based Configurator, Curator and Deployer ABOUT LEARNROLL IMMERSE
  3. 3. VIRTUAL REALITY VIRTUAL REALITY TECHNOLOGIES Technology that replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world. Image source : Creative Commons Library source
  4. 4. AUGMENTED REALITY AUGMENTED REALITY An enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (as a smartphone camera) Image source : Creative Commons Library source
  5. 5. ENABLING IMMERSIVETECHNOLOGIES https://youtu.be/JKm3uzL_A4c Source - CAICT
  6. 6. THE FIRSTVIRTUAL REALITY SYSTEMS CAVE A cave automatic virtual environment (better known by the acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. three and six of the walls of a room-sized cube.Image source : Creative Commons Library source
  7. 7. THEVR AND AR HARDWARE LANDSCAPE CURRENT ROADMAP - Early BETA releases - Lack of Standards - Lack of Software and Content Support
  8. 8. BEST PRACTICES IS ESSENTIALWHEN DEVELOPING AR AND VR VR BEST PRACTICES (CONTD) -MOTION SICKNESS -3D DEPTH -USER INTERFACE -CONTENT -AVATAR CONTROL -SAFETY AND HEALTH AR BEST PRACTICES (MOBILE & GLASSES) -UI CONTENT -FOV – Field of View -OVERLAYING 3D AND 2D -QUALITY -SCALING -CONTENT PLACEMENT -INTERACTIVITY -TRACKING -USER TO CENTER -SAFETY AND SECURITY VR BEST PRACTICES (OCULUS MANUAL) -RENDERING -REDUCE LATENCY -OPTIMIZATION -HEAD TRACKING -POSITIONAL TRACKING -MOVEMENT SPEED -CAMERAS
  9. 9. DEVELOPMENT PLATFORMS UNITY CROSS PLATFORM VR AND AR DEVELOPMENT https://unity3d.com/ C# JAVASCRIPT (UNITYSCRIPT) BOO FREE LICENSE FOR INDIVIDUAL DEVELOPERS 3D , VR , AR AND MR MORE THAN 20 PLUGINS SUPPORT WITH OCULUS , HTC , WEB VR , VUFORIA AND MANY MORE CREATE PREFABS AND MODELS – AUTODESK , 3DS , BLENDER
  10. 10. DEVELOPMENT PLATFORMS UNREAL CROSS PLATFORM VR AND AR DEVELOPMENT UNREALENGINE.COM C++ UNREALSCRIPT UNREAL ENGINE 3DS FREE LICENSE FOR INDIVIDUAL DEVELOPERS NATIVE SCRIPTING OBJECT ORIENTED WITHOUT MULTIPLE INHERITANCE C++ AS SCRIPTING TOOL OCULUS , HTC , WEB VR , VUFORIA AND MANY MORE . USE FOR 2D , 3D , GAMING , AR AND VR
  11. 11. STANDARDS-W3C WEBVR WEBGL CROSS PLATFORM VR AND AR DEVELOPMENT WEBVR.INFO WEBVR - MOZILLA WEBGL, THREE.JS , BABYLON.JS (HTML5, WEBGL, WEBVR) WEBVR IS AN OPEN SPECIFICATION FOR BUILDING VR FOR WEB WITHOUT MULTIPLE SDKS IT SUPPORTS MULTIPLE PLATFORMS LIKE OCULUS , HTC VIVE , WINDOWS MIXED REALITY WEBVR 1.1 IS BEING MOVED TO WEBXR W3C SPECIFICATION - MOZILLA
  12. 12. FRAMEWORKS/TOOLS A-FRAME CROSS PLATFORM VR AND AR DEVELOPMENT FRAMEWORK USES WEBVR AFRAME.IO SIMILAR FRAMEWORKS REACTVR (FACEBOOK) VR USING WEBVR AND 3D BOILERPLATES Support for multiple platforms OCULUS , HTC VIVE , WINDOWS MIXED REALITY A-Frame is a powerful framework on top of three.js, providing a declarative, composable, reusable entity-component structure for three.js. While A-Frame can be used from HTML, developers have unlimited access to JavaScript, DOM APIs, three.js, WebVR, and WebGL.
  13. 13. FRAMEWORKS/TOOLS 3D TOOLS AUTODESK MAYA BLENDER UNITY ASSET STORE SKETCHFAB CGTRADER Image source : Creative Commons Library source
  14. 14. SDK/TOOLS VUFORIA CROSS PLATFORM AR/MR DEVELOPMENT MOBILE AND EYEWEAR Vuforia.com C++ , Java , Unity ALTERNATE PLATFORM EASY AR The Vuforia Engine is the client side library that is statically linked to your app. This is available through the client SDK and supports Android, iOS, and UWP. You may use Android Studio, XCode, Visual Studio, or Unity – the cross platform game engine – to build apps. Video see-through devices: Vuzix M300 Optical see-through devices: ODG R- 7+, HoloLens, and Epson BT-200 MIXED REALITY API – AR/VR HEAD TRACKING
  15. 15. FRAMEWORKS/TOOLS ARKIT IOS 11.x ARKIT 1.5 AR DEVELOPMENT https://developer.apple.com /arkit/ XCODE CORE ML VISION NLP Add 2D and 3D Elements ARKIT is developed by APPLE and uses Camera and Coordinates Systems (X-Y- Z)to overlay 3D/2D on real world . ARKIT uses VIO(Visual Inertial Odometry) to assess position and motion. ARKIT relies on camera and hence tracking requires good lighting, non excessive motion & plane detection
  16. 16. FRAMEWORKS/TOOLS ARCORE ANDROID AR DEVELOPMENT developers.google.com/ar Unity for IOS/Android Android Unreal ARCore by Google tracks the position of the mobile device as it moves and identifies important points called features. The visual information is combined with inertial measurements from the device's IMU to estimate the pose (position and orientation) of the camera relative to the world over time. ARCore looks for clusters of feature points that appear to lie on common horizontal or vertical surfaces as planes, Planes and points are a special type of object called a trackable
  17. 17. LIBRARIES ARTOOLKIT OPEN SOURCE (Non Commercial Use Only) MAC OSX , IOS , UNITY ON WINDOWS/IOS , ANDROID C JAVA MATLAB ARToolKit is a software library for building Augmented Reality (AR) applications. One of the initial AR libraries. ARToolKIT uses COMPUTER VISION algorithms.ARToolKit was originally developed by Dr. Hirokazu Kato, and its ongoing development is being supported by the Human Interface Technology Laboratory at the University of Washington
  18. 18. FRAMEWORKS/SDK KUDAN CROSS PLATFORM AR DEVELOPMENT ANDROID SDK , iOS SDK, Unity Objective C Java Professional Grade AR Kudan AR SDK supports both marker and markerless AR Multiple Marker Recognitions Simultaneous Localization and Mapping (SLAM) is a computer problem of finding the position and orientation (localization) of a device with respect to its surroundings. It uses camera and depth sensor.
  19. 19. FRAMEWORKS/TOOLS 8i VOLUMETRICS VR AND AR DEVELOPMENT 8i.com UNITY , ANDROID , IOS , UNREAL Volumetric transforms video from an array of cameras into a 3D hologram of a human that has true volume, and can be viewed from any angle. Example -Buzz Aldrin Cycling to Mars
  20. 20. SUMMARY Early adoption and testing helps in choosing the technology & platform fit for our own use cases including refining GotoMarket strategies. VR and AR has a huge potential in training and learning. Currently focus on AR and VR education or training is nascent and immature. Even mass scale headsets built are functional mostly for gamers. Professional grade AR and VR solutions will help in mass adoption for industries and schools/institutions. Training & Learning Solutions that is supported using Machine or Deep Learning will be next generation solutions.

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