[android-developers] Re: Augmented Reality

2012-02-15 Thread Dmitry Tupikin
What kind of AR application do you want to write?
Basically AR apps are divided into two groups:
1. Apps with markers where user sees something when looks on markers
through device's camera.
2. Apps where you put some information upon camera view - POIs,
routes..

Thanks,
Dmitry

On 15 фев, 12:11, Anirudh Loya  wrote:
> Pls reply
>
>
>
>
>
>
>
> On Mon, Feb 13, 2012 at 8:42 PM, Anirudh Loya  wrote:
> > Thanks Raghav. I saw your book in A-Z market also, but the pricing was
> > a concern to me.
> > I would be greatful if you could assist me with any blogs of yours
> > where I can start from scratch on AR or any material as a reference if
> > you can mail me up. Anyhow, I am looking in blogs of Chris as of now.
>
> > Thanks,
> > Anirudh Loya
>
> > On Tue, Feb 14, 2012 at 2:10 AM, Raghav Sood
> >  wrote:
> >> Currently, there are no books on Augmented Reality and Android, AFAIK. I am
> >> in the process of writing one, but that will not be published until May. 
> >> You
> >> can see if it can help you:http://www.apress.com/9781430239451. If you use
> >> Google, you should be able to find Chris Haseman's tutorial on the subject
> >> on devx. That should serve as an introduction.
>
> >> I'd also recommend looking into Augmented Reality engines like AndAR.
>
> >> Thanks
>
> >> On Mon, Feb 13, 2012 at 6:48 PM, Anirudh Loya 
> >> wrote:
>
> >>> Hi Guys,
>
> >>> Need your help regarding Augmented reality. I am not new to Android
> >>> Development. I am in the beginning stage of reality app. Basically I
> >>> have no idea about making Augmented reality app.
>
> >>> Pls suggest me with books on Augmented reality and It would be great
> >>> help if you could give direct weblinks of Ebook.
>
> >>> Cheers,
> >>> Anirudh Loya
>
> >>> --
> >>> You received this message because you are subscribed to the Google
> >>> Groups "Android Developers" group.
> >>> To post to this group, send email to android-developers@googlegroups.com
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>
> >> --
> >> Raghav Sood
> >>http://www.androidactivist.org/- Author
> >>http://www.appaholics.in/- Founder
>
> >> --
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[android-developers] Re: augmented reality

2012-11-14 Thread Lew
bob wrote:

> Is it possible to make an augmented reality game where you're a plane and 
> you fly over your current location (satellite imagery)?
>
Anything is possible. 

Your requirement is obviously possible, since we know that Google Maps, for 
example, 
can overlay satellite imagery onto the screen based on location. 
Furthermore, Google Earth
does pretty near what you're describing, only not as a flight simulator.

So the sort of thing those apps do combined with rendering that makes it 
seem like a view 
from an aircraft would do the trick.

What research have you done so far into AR programming?

-- 
Lew

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[android-developers] Re: augmented reality

2012-11-15 Thread bob


On Wednesday, November 14, 2012 4:59:50 PM UTC-6, Lew wrote:
>
> bob wrote:
>
>> Is it possible to make an augmented reality game where you're a plane and 
>> you fly over your current location (satellite imagery)?
>>
> Anything is possible. 
>
> Your requirement is obviously possible, since we know that Google Maps, 
> for example, 
> can overlay satellite imagery onto the screen based on location. 
> Furthermore, Google Earth
> does pretty near what you're describing, only not as a flight simulator.
>
> So the sort of thing those apps do combined with rendering that makes it 
> seem like a view 
> from an aircraft would do the trick.
>
> What research have you done so far into AR programming?
>

So far, I have read the cover of this book, Pro Android Augmented 
Reality
:

http://www.amazon.com/Android-Augmented-Reality-Professional-Apress/dp/143023945X/

It is written by a regular here, I think.


 

>
> -- 
> Lew
>
>

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Re: [android-developers] Re: Augmented Reality

2012-02-15 Thread Anirudh Loya
I m planning to create something of this sort.

http://player.vimeo.com/video/31822416?autoplay=1

Pls check video.

Thanks

On Wed, Feb 15, 2012 at 12:51 AM, Dmitry Tupikin
 wrote:
> What kind of AR application do you want to write?
> Basically AR apps are divided into two groups:
> 1. Apps with markers where user sees something when looks on markers
> through device's camera.
> 2. Apps where you put some information upon camera view - POIs,
> routes..
>
> Thanks,
> Dmitry
>
> On 15 фев, 12:11, Anirudh Loya  wrote:
>> Pls reply
>>
>>
>>
>>
>>
>>
>>
>> On Mon, Feb 13, 2012 at 8:42 PM, Anirudh Loya  wrote:
>> > Thanks Raghav. I saw your book in A-Z market also, but the pricing was
>> > a concern to me.
>> > I would be greatful if you could assist me with any blogs of yours
>> > where I can start from scratch on AR or any material as a reference if
>> > you can mail me up. Anyhow, I am looking in blogs of Chris as of now.
>>
>> > Thanks,
>> > Anirudh Loya
>>
>> > On Tue, Feb 14, 2012 at 2:10 AM, Raghav Sood
>> >  wrote:
>> >> Currently, there are no books on Augmented Reality and Android, AFAIK. I 
>> >> am
>> >> in the process of writing one, but that will not be published until May. 
>> >> You
>> >> can see if it can help you:http://www.apress.com/9781430239451. If you use
>> >> Google, you should be able to find Chris Haseman's tutorial on the subject
>> >> on devx. That should serve as an introduction.
>>
>> >> I'd also recommend looking into Augmented Reality engines like AndAR.
>>
>> >> Thanks
>>
>> >> On Mon, Feb 13, 2012 at 6:48 PM, Anirudh Loya 
>> >> wrote:
>>
>> >>> Hi Guys,
>>
>> >>> Need your help regarding Augmented reality. I am not new to Android
>> >>> Development. I am in the beginning stage of reality app. Basically I
>> >>> have no idea about making Augmented reality app.
>>
>> >>> Pls suggest me with books on Augmented reality and It would be great
>> >>> help if you could give direct weblinks of Ebook.
>>
>> >>> Cheers,
>> >>> Anirudh Loya
>>
>> >>> --
>> >>> You received this message because you are subscribed to the Google
>> >>> Groups "Android Developers" group.
>> >>> To post to this group, send email to android-developers@googlegroups.com
>> >>> To unsubscribe from this group, send email to
>> >>> android-developers+unsubscr...@googlegroups.com
>> >>> For more options, visit this group at
>> >>>http://groups.google.com/group/android-developers?hl=en
>>
>> >> --
>> >> Raghav Sood
>> >>http://www.androidactivist.org/- Author
>> >>http://www.appaholics.in/- Founder
>>
>> >> --
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>
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[android-developers] Re: Augmented Reality - Tutorial

2011-10-03 Thread EdwardComb
thanks..seems like easy to understand with the steps by steps
mentioned there..

On Oct 3, 7:19 pm, Robin Talwar  wrote:
> use qualcomm sdk
>
>
>
>
>
>
>
>
>
> On Mon, Oct 3, 2011 at 4:46 PM, EdwardComb  wrote:
> > Hey Folks,
>
> > I am currently interested to create an Augmented Reality application
> > for Android.
> > I have no problem to create normal Android application and I am
> > familiar with IDE, SDK and etc.
> > But I just have no idea where to start for this Augmented Reality (AR)
> > stuff.
>
> > My intention is actually to make the drawing in the paper come alive
> > in 3D when using
> > the Android camera. But most of the tutorial in the web describing
> > about the GPS and etc.
>
> > I really need your help to point me any references I can use to create
> > the application mentioned above.
>
> > Thank's..
>
> > --
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> > toandroid-develop...@googlegroups.com
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>
> --
> Regards
> Abhishek Talwar
> 9953395712

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[android-developers] Re: Augmented Reality project, help please

2011-09-28 Thread saex
awaiting for help

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[android-developers] Re: Augmented Reality, getRotationMatrix, Camera overlay

2010-04-13 Thread Paolo
Hi! I'm develop an AR app, too.

Do you have solved this problem?

On 24 Feb, 02:07, "nikola.borisof"  wrote:
> Hi all,
>
> I spend two weeks now trying to get this working with no success. Here
> is what I want to do:
>
> I have several geo points around the user and his phone. I want to
> display this point overlaying them on the input from the camera (kind
> of standard AR (AugmentedReality) app). Part of my requirements are
> that the user can use the phone in either landscape or portrait mode.
>
> My plan was like this.
>
> 1. Register for Sensor.TYPE_ACCELEROMETER, Sensor.TYPE_MAGNETIC_FIELD
> 2. Pass the result to SensorManager.getRotationMatrix(), getting back
> the R matrix that should be telling me how to translate points from
> the Phone coordinate system (defined 
> here:http://developer.android.com/reference/android/hardware/SensorEvent.html)
> to World coordinate system (x -> East, y -> North, z -> Sky)
> 3. I want to translate points from World to Phone so I take the
> inverse of R (I'm using Matrix.invertM()) to get R_In
> 4. Using the GPS I translate the geo points I want to display on the
> camera to points in the World coordinate system and then I run them
> through the R_In matrix to get their coordinates in the Phone system.
> 5. Draw the points in the screen only if the have (phone coordinates)
> z < 0 and x and y such that they are visible...
>
> This is my grand plan... however I have problems quite early (2). I do
> get the R matrix back and it looks good when I align the phone to the
> world coordinate system ( I get the identity matrix ). However when I
> try to translate an imaginary point from the Phone coordinate system
> say (0, 1, 0) to the World coordinate system I don't get the numbers I
> expect.
>
> For example when i expect (1, 0, 0) i get (-1, 0, 0)
> when i expect (0, 0, 1) i get (0, 0, -1)
>
> I haven't done any remapping of the coordinate system and I feel I
> don't need too...
> Is this the right approach? Any suggestions for me?
>
> Thanks

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread hoyski
My recommendation is Justin Wetherell's augmented reality framework. You 
can get the source and demo apps for free from 
http://code.google.com/p/android-augment-reality-framework . I tried a 
bunch of different AR frameworks and samples with little success before 
Justin's. His is straight forward and well documented.

- Dave

On Wednesday, August 7, 2013 6:07:18 PM UTC-4, Nathan wrote:
>
> From your experience, what is the best option for an Augmented reality 
> framework?
> If you have developed one or developed with one, please comment. 
>
> There isn't a lack of options - just looking for feedback on which ones 
> actually work.  
> The largest list I could find on this topic is this:
>
> http://socialcompare.com/en/comparison/augmented-reality-sdks
>
> I probably need:
>
>- GPS and sensors use
>- Placement of markers, icons, and some vectors (lines or shapes) in 
>the 3D world. 
>- Should work without internet or data. Shouldn't be a problem since I 
>am not counting on an online feed. 
>- Non GPL. 
>
> I may need ( in the dream future): 
>
>- more complex 3d rendering with meshes and dynamically loaded 
>textures. Nothing too major, just maybe like overlaying a Google Earth 
> like 
>image with the camera. ;) 
>
> I probably don't need:
>
>- Data for the Points of Interest, I'll provide my own and they'll be 
>small in number. 
>- Computer Vision based reality. That eliminates quite a few. 
>- Object manipulation - I don't need to design cities or anything like 
>that. 
>
> I'm looking for more of the viewfinder sort of thing. 
>  
> I prefer buy over build, I think because I don't want to start from 
> scratch on working around the bugs on every single device. Of course, I 
> don't want to buy and still have to fix all the bugs myself. 
>
> So here are some I'm considering. 
>
>
>- ARLab.com. As described on their website at least, it sounds like 
>the ArBrowser
>- Wikitude. A bit more expensive, but possibly more established and 
>mature. Since their sample app has a million downloads. 
>- 
>
> http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/. 
>Probably made by a guy in his basement, but if it does work, it is only 
>$20. Probably worth buying just to prototype something before going full 
>scale. 
>
> Can anyone comment? 
>
> Nathan
>

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread Nathan


On Thursday, August 8, 2013 5:08:41 AM UTC-7, hoyski wrote:
>
> My recommendation is Justin Wetherell's augmented reality framework. You 
> can get the source and demo apps for free from 
> http://code.google.com/p/android-augment-reality-framework . I tried a 
> bunch of different AR frameworks and samples with little success before 
> Justin's. His is straight forward and well documented.
>
> - Dave
>

Thanks. It looks about right, not too much or too little.  

The only bottleneck, and it might be a problem any way I go, is that I 
don't expect Justin Wehterell to have all the devices any more than I do. 
AppThwack has a few hundred in the data center, but they are not very 
helpful for testing something that uses sensors and camera. 

Nathan
 

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-08 Thread Jonathan
I think AR has enough required frameworks, which I've used without major 
issue. 

On Thursday, August 8, 2013 3:37:18 AM UTC+5:30, Nathan wrote:
>
> From your experience, what is the best option for an Augmented reality 
> framework?
> If you have developed one or developed with one, please comment. 
>
> There isn't a lack of options - just looking for feedback on which ones 
> actually work.  
> The largest list I could find on this topic is this:
>
> http://socialcompare.com/en/comparison/augmented-reality-sdks
>
> I probably need:
>
>- GPS and sensors use
>- Placement of markers, icons, and some vectors (lines or shapes) in 
>the 3D world. 
>- Should work without internet or data. Shouldn't be a problem since I 
>am not counting on an online feed. 
>- Non GPL. 
>
> I may need ( in the dream future): 
>
>- more complex 3d rendering with meshes and dynamically loaded 
>textures. Nothing too major, just maybe like overlaying a Google Earth 
> like 
>image with the camera. ;) 
>
> I probably don't need:
>
>- Data for the Points of Interest, I'll provide my own and they'll be 
>small in number. 
>- Computer Vision based reality. That eliminates quite a few. 
>- Object manipulation - I don't need to design cities or anything like 
>that. 
>
> I'm looking for more of the viewfinder sort of thing. 
>  
> I prefer buy over build, I think because I don't want to start from 
> scratch on working around the bugs on every single device. Of course, I 
> don't want to buy and still have to fix all the bugs myself. 
>
> So here are some I'm considering. 
>
>
>- ARLab.com. As described on their website at least, it sounds like 
>the ArBrowser
>- Wikitude. A bit more expensive, but possibly more established and 
>mature. Since their sample app has a million downloads. 
>- 
>
> http://www.chupamobile.com/products/details/296/Augmented+Reality+Toolkit/. 
>Probably made by a guy in his basement, but if it does work, it is only 
>$20. Probably worth buying just to prototype something before going full 
>scale. 
>
> Can anyone comment? 
>
> Nathan
>

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[android-developers] Re: Augmented Reality frameworks - what your choice?

2013-08-09 Thread Nathan


On Thursday, August 8, 2013 6:54:29 PM UTC-7, Jonathan wrote:
>
> I think AR has enough required frameworks, which I've used without major 
> issue. 
>

Thanks, but it wasn't clear what framework(s) you are referring to that 
haven't had a major issue. 

Nathan 

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-26 Thread Hari Edo


On Mar 26, 10:01 pm, miguel  wrote:
> - Any tip for the sensor noise removal? Low pass filter, threeshold?
> both? any value for that filters? I tried EVERYTHING but the smooth
> problem may not be just here (so sad)
> - Any useful tip to make the overlay views move smooth?

Threading only helps separate the computation from the visuals,
so neither one gets too hung up on the other.

The most common filtering done, from Wiimotes to Google Star Map,
is kalman filtering.  It can take a bit of time and effort to
tune it right, but it will work better than anything else to
remove sensor nonrepeatability noise and jitter from an
arbitrary motion.

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-27 Thread Andreas
Hi miguel,

Keep the current transformation matrix in a history array (where
all(40-50) the past transformations are kept) and on each change add
all the past transformations with the current and divide by their
number..

Regards,

Andreas

On Mar 26, 10:01 pm, miguel  wrote:
> Hi, Im working on a AR framework to have the same functionality and
> behaviour as Layar or Wikitude does.
> Im working hard and now Im totally stuck and missing many hours trying
> to fix a problem: I cant get the screen objects to move smooth.
>
> Im trying to figure out how layar, wikitude, skymap or streetview does
> to have such a smooth moving overlays that follows the orientation
> changes of the devices. But I cant. (PLEASE: google free the skymap
> code)
> I dont even know if Im focusing the problem well so please, if someone
> could help me a bit It would be awesome.
>
> So here are some questions for someone who may answer it:
>
> - Any tip for the sensor noise removal? Low pass filter, threeshold?
> both? any value for that filters? I tried EVERYTHING but the smooth
> problem may not be just here (so sad)
> - Any useful tip to make the overlay views move smooth?
>
> Im using a framelayout witch has a camera overlay on it. Over it I
> paint everything else, the radar and its points, a frame, and the
> moving views so:
> - You think skymap or wikitude use a separated thread just for the
> painting?
> Should I include all the moving views on a surface or am I doing well?
> Do you think they are using openGL?
>
> Thank you very very much in advance. Any help would be appreciated.
> Im totally desperate and can go head without this issue solved. Sorry
> for my bad english and regards.

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-27 Thread miguel
First of all, thank you all, thank you very much.
The kalman filter is something I have to test, I have read some about
this and might try.

@Andreas, you think that would give an smooth move to the layout
objects? It does work for you? If that could be a solution lets try
it. Isnt it a little bit slow?


On 27 mar, 09:35, Andreas  wrote:
> Hi miguel,
>
> Keep the current transformation matrix in a history array (where
> all(40-50) the past transformations are kept) and on each change add
> all the past transformations with the current and divide by their
> number..
>
> Regards,
>
> Andreas
>
> On Mar 26, 10:01 pm, miguel  wrote:
>
> > Hi, Im working on a AR framework to have the same functionality and
> > behaviour as Layar or Wikitude does.
> > Im working hard and now Im totally stuck and missing many hours trying
> > to fix a problem: I cant get the screen objects to move smooth.
>
> > Im trying to figure out how layar, wikitude, skymap or streetview does
> > to have such a smooth moving overlays that follows the orientation
> > changes of the devices. But I cant. (PLEASE: google free the skymap
> > code)
> > I dont even know if Im focusing the problem well so please, if someone
> > could help me a bit It would be awesome.
>
> > So here are some questions for someone who may answer it:
>
> > - Any tip for the sensor noise removal? Low pass filter, threeshold?
> > both? any value for that filters? I tried EVERYTHING but the smooth
> > problem may not be just here (so sad)
> > - Any useful tip to make the overlay views move smooth?
>
> > Im using a framelayout witch has a camera overlay on it. Over it I
> > paint everything else, the radar and its points, a frame, and the
> > moving views so:
> > - You think skymap or wikitude use a separated thread just for the
> > painting?
> > Should I include all the moving views on a surface or am I doing well?
> > Do you think they are using openGL?
>
> > Thank you very very much in advance. Any help would be appreciated.
> > Im totally desperate and can go head without this issue solved. Sorry
> > for my bad english and regards.

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-27 Thread miguel

If it can help, what I have already implemented is something like
this:

I have a main activity. This activity instanciates 2 services that
feeds the main activity wih data. One is for the location and one is
for the sensors.
The main activity has a frame view holding the surface for the camera
preview and a customview that holds the radar, the bottom panels (and
its information) and the POIs.
For now, the first time the location service catchs a location, the
main activity gets it and unbinds the service.
Also, each time the sensor service feeds with data, I pass that
information down to the views of the hierarchy wich need to update its
own state.
I don use any thread and also, I call invalidate after the primary
onDraw method of the customview. The onDraw method of my customView
(Its actually called ARView) calls the onDraw method of all of the
child views.

I use a responsability chain for the POIs view and other for the radar
points.

My problem is that I dont know if I may have a surface holder, another
thread to paint the POIs and just them.
Also I dont know if I should use the timestamp of the sensor events to
smooth the movement as in the Accelerometer play sample.

So now Im tottally stuck, cannot continue.
The fact is that, for example, a 40 degrees AR visor in landscape mode
(ie. 480 px) has 8 px for each degree. That means when I move the
device one degree, the POI view jumps from 8 to 8 px so the movement
is not smooth.
So I started to use float instead of integers and got rid of the
layout() method, just call for the draw. It gets a bit finer but seems
to work bad as well.

The Kalman filter I use has:
p = 0.05f (tried from 0.5 to 0.05) and q = 1-p
p is for the recieved value and q is for the old state.

That still makes jumps and noise. If I move fast the device, ie 20
degrees, my POI view directly skips some of the px, just jumps from
one position to another. Dont know how to fix it. When the device move
is soft and slow the POI moves (not smooth) but at least does not
jump.
I also tried to put a kalman filter to the coordinates in the display
of the POI view but it doesnt behavie better at all.

So please, any kind of tip? I think that my main problem is that I
dont know how to apply the rotation matrix to a view.

Regards and thanks for your time. If someone wants the full code, just
ask.

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-27 Thread Adam Ratana
Hi Miguel, I am working on something similar, although with less of a
focus on the camera, maybe we can combine forces a bit here.  I found
a very smooth filter in the open source code for "Marine Compass" --
check it out in the market, it's one of the smoothest filters out of
the various filtering approaches I have tried.  The source is at:

http://www.pierrox.net/cmsms/open-source/marine-compass-2.html

A search of the google group will also reveal some blog postings about
applying filters as I'm sure you may have seen, do a search for
"orientation" and you may find some more.  The above approach is the
smoothest that I've seen.

You may also find that there is some uncontrollable jitter using the
magnetometer + accelerometer as the pitch of the phone approaches 90
degrees, and it may also behave differently as yaw approaches 90 when
the phone is in landscape mode.  My approach is to hard limit the
pitch so that it does not go beyond a certain amount, but this is not
really ideal and I would love to really be able to get the "skymap"
type experience as well.  I went to a talk by the 2 skymap engineers a
year or 2 ago, and they mentioned difficulties with moving the phone
360 degrees, but unfortunately I cannot recall what they ultimately
wound up doing, and would also love to know.  IIRC one of the things
they said they did was plot data in excel to come up with a response
curve to apply, after taking the dot product of pitch + roll.  Don't
quote me on that though, my memory is hazy on it, and that was also
for 1.5, I'm sure it's been rewritten since..





On Mar 27, 8:20 am, miguel  wrote:
> If it can help, what I have already implemented is something like
> this:
>
> I have a main activity. This activity instanciates 2 services that
> feeds the main activity wih data. One is for the location and one is
> for the sensors.
> The main activity has a frame view holding the surface for the camera
> preview and a customview that holds the radar, the bottom panels (and
> its information) and the POIs.
> For now, the first time the location service catchs a location, the
> main activity gets it and unbinds the service.
> Also, each time the sensor service feeds with data, I pass that
> information down to the views of the hierarchy wich need to update its
> own state.
> I don use any thread and also, I call invalidate after the primary
> onDraw method of the customview. The onDraw method of my customView
> (Its actually called ARView) calls the onDraw method of all of the
> child views.
>
> I use a responsability chain for the POIs view and other for the radar
> points.
>
> My problem is that I dont know if I may have a surface holder, another
> thread to paint the POIs and just them.
> Also I dont know if I should use the timestamp of the sensor events to
> smooth the movement as in the Accelerometer play sample.
>
> So now Im tottally stuck, cannot continue.
> The fact is that, for example, a 40 degrees AR visor in landscape mode
> (ie. 480 px) has 8 px for each degree. That means when I move the
> device one degree, the POI view jumps from 8 to 8 px so the movement
> is not smooth.
> So I started to use float instead of integers and got rid of the
> layout() method, just call for the draw. It gets a bit finer but seems
> to work bad as well.
>
> The Kalman filter I use has:
> p = 0.05f (tried from 0.5 to 0.05) and q = 1-p
> p is for the recieved value and q is for the old state.
>
> That still makes jumps and noise. If I move fast the device, ie 20
> degrees, my POI view directly skips some of the px, just jumps from
> one position to another. Dont know how to fix it. When the device move
> is soft and slow the POI moves (not smooth) but at least does not
> jump.
> I also tried to put a kalman filter to the coordinates in the display
> of the POI view but it doesnt behavie better at all.
>
> So please, any kind of tip? I think that my main problem is that I
> dont know how to apply the rotation matrix to a view.
>
> Regards and thanks for your time. If someone wants the full code, just
> ask.

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[android-developers] Re: Augmented Reality and Spherical 360º Views

2011-03-28 Thread miguel
Ok, thank you all.
I'll try asap to fix the sensors issue.
Also, lets try to put a thread invalidating the POIs view layer all
the time.
If that doesn works... I'll try to figure out by myself.

Any other help? Has somebody achieved a smooth move using the
orientation sensor? I would even pay for it!

Regards!

On 27 mar, 16:42, Greg Donald  wrote:
> On Sat, Mar 26, 2011 at 9:01 PM, miguel  wrote:
> > Do you think they are using openGL?
>
> Have you had a look at how AndEngine does it's AR stuff?  I know the
> Qualcom AR SDK uses OpenGL.
>
> --
> Greg Donald
> destiney.com | gregdonald.com

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[android-developers] Re: Augmented Reality framework to display geoloc point

2010-06-06 Thread SREEHARI
Try using MIXARE or LAYAR application.

Regards,
SREEHARI

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[android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-20 Thread Adam Ratana
Hi Nick, I am in a similar situation, if you happen to get this
working please let me know if you don't mind.  I've done an app which
uses the canvas API on top of the SurfaceView for this reason, but
that probably woudln't work or just take way too much time to
implement if you're dealing with opengl friendly data.

As far as the camera list, what I'm finding is, the amount of phones
running 2.1 is decreasing, less than 6.5% of my paid users are on 2.1,
and 15% of free app users are on 2.1, the only reason the app I'm
doing is 2.1 compatible is because I still haven't updated my Galaxy S
to 2.2.  A lot of apps which do camera related things just support
2.2+, it may be something to consider if knowing FOV is super
important.  I also looked for a list but didn't find anything.  Right
now I'm considering letting people just zoom what I'm drawing.

On Jun 20, 7:43 am, Nickw  wrote:
> Hi,
>
> I'm developing an augmented-reality app in which I wish to overlay
> real-world data, specifically hiking trails from the OpenStreetMap
> project, on the phone's camera feed.
>
> I'm getting this kind-of working, using the camera's SurfaceView
> stacked on the GLSurfaceView (yes, that way round, as documented by
> several on the web). However you can't always see both layers and in
> any case I've seen posts on here suggesting you're not supposed to
> overlay two SurfaceViews on each other.
>
> However what I'm struggling to find is an alternative way of doing it.
> The method which springs to mind is to draw the OpenGL layer without
> using a GLSurfaceView (e.g. just a regular view) but can that be done?
> An alternative method is to send the feed to the GLSurfaceView as a
> texture but this seems a bit of a long winded way of doing it and if
> there are simpler alternatives, I'd prefer to go that route.
>
> On another issue related to the same app, on Android 2.1 (and below)
> there is no way to use the API to find any of the camera field of view
> parameters, focal length, and so on. The specification for the HTC
> Hero does not mention any of those parameters, though I've estimated
> in the field a horizontal field of view of just under 40 degrees. It
> seems that for 2.1 and below one would have to use some sort of table
> mapping phone models to parameters, but again googling is drawing
> blanks. Is anyone aware of a list of models and camera FOV parameters?
>
> Thanks,
> Nick

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[android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-20 Thread gjs
Hi,

I have done this successfully previously using a FrameLayout - adding
GLSurfaceView, then (Camera Preview) SurfaceView and then other 2d
overlay views - in that order, sound like you are doing the same or
similar. Mine worked ok on HTC Hero with 1.5 & and HTC G1 with 1.6 but
I've not tried since.

For camera field of view, try outputting Camera.Parameters flatten()
and examine, sometimes you will see parameter details in the string
that do not have an explicit get/set api methods exposed, I don't know
off hand what the details are for HTC Hero with 2.1.

Regards

On Jun 21, 1:26 pm, Adam Ratana  wrote:
> Hi Nick, I am in a similar situation, if you happen to get this
> working please let me know if you don't mind.  I've done an app which
> uses the canvas API on top of the SurfaceView for this reason, but
> that probably woudln't work or just take way too much time to
> implement if you're dealing with opengl friendly data.
>
> As far as the camera list, what I'm finding is, the amount of phones
> running 2.1 is decreasing, less than 6.5% of my paid users are on 2.1,
> and 15% of free app users are on 2.1, the only reason the app I'm
> doing is 2.1 compatible is because I still haven't updated my Galaxy S
> to 2.2.  A lot of apps which do camera related things just support
> 2.2+, it may be something to consider if knowing FOV is super
> important.  I also looked for a list but didn't find anything.  Right
> now I'm considering letting people just zoom what I'm drawing.
>
> On Jun 20, 7:43 am, Nickw  wrote:
>
>
>
>
>
>
>
> > Hi,
>
> > I'm developing an augmented-reality app in which I wish to overlay
> > real-world data, specifically hiking trails from the OpenStreetMap
> > project, on the phone's camera feed.
>
> > I'm getting this kind-of working, using the camera's SurfaceView
> > stacked on the GLSurfaceView (yes, that way round, as documented by
> > several on the web). However you can't always see both layers and in
> > any case I've seen posts on here suggesting you're not supposed to
> > overlay two SurfaceViews on each other.
>
> > However what I'm struggling to find is an alternative way of doing it.
> > The method which springs to mind is to draw the OpenGL layer without
> > using a GLSurfaceView (e.g. just a regular view) but can that be done?
> > An alternative method is to send the feed to the GLSurfaceView as a
> > texture but this seems a bit of a long winded way of doing it and if
> > there are simpler alternatives, I'd prefer to go that route.
>
> > On another issue related to the same app, on Android 2.1 (and below)
> > there is no way to use the API to find any of the camera field of view
> > parameters, focal length, and so on. The specification for the HTC
> > Hero does not mention any of those parameters, though I've estimated
> > in the field a horizontal field of view of just under 40 degrees. It
> > seems that for 2.1 and below one would have to use some sort of table
> > mapping phone models to parameters, but again googling is drawing
> > blanks. Is anyone aware of a list of models and camera FOV parameters?
>
> > Thanks,
> > Nick

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[android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-22 Thread Nickw

Thanks for the replies on this.

On Jun 21, 4:32 am, Romain Guy  wrote:
> You don't have to use a GLSurfaceView, you can use a SurfaceView instead.

How would this work? From my reading of the API, you need a
GLSurfaceView.Renderer to do your rendering, and you can only get that
from a GLSurfaceView. Any pointers on this?

Thanks,
Nick

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[android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-22 Thread Nickw


On Jun 21, 4:32 am, Romain Guy  wrote:
> You don't have to use a GLSurfaceView, you can use a SurfaceView instead.
>

Sorry to reply on this again, but, after a bit more poking around... I
guess what I'd have to do here is understand how the GL demo in the
Android 1.1 docs (i.e. before GLSurfaceView was implemented), or, the
GLSurfaceView.java from the Android source, works and re-implement
this using the SurfaceView from the camera feed.

Thanks,
Nick

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Re: [android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-20 Thread Romain Guy
You don't have to use a GLSurfaceView, you can use a SurfaceView instead.

On Mon, Jun 20, 2011 at 8:26 PM, Adam Ratana  wrote:
> Hi Nick, I am in a similar situation, if you happen to get this
> working please let me know if you don't mind.  I've done an app which
> uses the canvas API on top of the SurfaceView for this reason, but
> that probably woudln't work or just take way too much time to
> implement if you're dealing with opengl friendly data.
>
> As far as the camera list, what I'm finding is, the amount of phones
> running 2.1 is decreasing, less than 6.5% of my paid users are on 2.1,
> and 15% of free app users are on 2.1, the only reason the app I'm
> doing is 2.1 compatible is because I still haven't updated my Galaxy S
> to 2.2.  A lot of apps which do camera related things just support
> 2.2+, it may be something to consider if knowing FOV is super
> important.  I also looked for a list but didn't find anything.  Right
> now I'm considering letting people just zoom what I'm drawing.
>
> On Jun 20, 7:43 am, Nickw  wrote:
>> Hi,
>>
>> I'm developing an augmented-reality app in which I wish to overlay
>> real-world data, specifically hiking trails from the OpenStreetMap
>> project, on the phone's camera feed.
>>
>> I'm getting this kind-of working, using the camera's SurfaceView
>> stacked on the GLSurfaceView (yes, that way round, as documented by
>> several on the web). However you can't always see both layers and in
>> any case I've seen posts on here suggesting you're not supposed to
>> overlay two SurfaceViews on each other.
>>
>> However what I'm struggling to find is an alternative way of doing it.
>> The method which springs to mind is to draw the OpenGL layer without
>> using a GLSurfaceView (e.g. just a regular view) but can that be done?
>> An alternative method is to send the feed to the GLSurfaceView as a
>> texture but this seems a bit of a long winded way of doing it and if
>> there are simpler alternatives, I'd prefer to go that route.
>>
>> On another issue related to the same app, on Android 2.1 (and below)
>> there is no way to use the API to find any of the camera field of view
>> parameters, focal length, and so on. The specification for the HTC
>> Hero does not mention any of those parameters, though I've estimated
>> in the field a horizontal field of view of just under 40 degrees. It
>> seems that for 2.1 and below one would have to use some sort of table
>> mapping phone models to parameters, but again googling is drawing
>> blanks. Is anyone aware of a list of models and camera FOV parameters?
>>
>> Thanks,
>> Nick
>
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Re: [android-developers] Re: Augmented reality: overlaying OpenGL on camera feed without GLSurfaceView

2011-06-20 Thread Romain Guy
BTW, with Android 3.0 you can stream the camera directly into an
OpenGL texture by using the SurfaceTexture API.

On Mon, Jun 20, 2011 at 8:57 PM, gjs  wrote:
> Hi,
>
> I have done this successfully previously using a FrameLayout - adding
> GLSurfaceView, then (Camera Preview) SurfaceView and then other 2d
> overlay views - in that order, sound like you are doing the same or
> similar. Mine worked ok on HTC Hero with 1.5 & and HTC G1 with 1.6 but
> I've not tried since.
>
> For camera field of view, try outputting Camera.Parameters flatten()
> and examine, sometimes you will see parameter details in the string
> that do not have an explicit get/set api methods exposed, I don't know
> off hand what the details are for HTC Hero with 2.1.
>
> Regards
>
> On Jun 21, 1:26 pm, Adam Ratana  wrote:
>> Hi Nick, I am in a similar situation, if you happen to get this
>> working please let me know if you don't mind.  I've done an app which
>> uses the canvas API on top of the SurfaceView for this reason, but
>> that probably woudln't work or just take way too much time to
>> implement if you're dealing with opengl friendly data.
>>
>> As far as the camera list, what I'm finding is, the amount of phones
>> running 2.1 is decreasing, less than 6.5% of my paid users are on 2.1,
>> and 15% of free app users are on 2.1, the only reason the app I'm
>> doing is 2.1 compatible is because I still haven't updated my Galaxy S
>> to 2.2.  A lot of apps which do camera related things just support
>> 2.2+, it may be something to consider if knowing FOV is super
>> important.  I also looked for a list but didn't find anything.  Right
>> now I'm considering letting people just zoom what I'm drawing.
>>
>> On Jun 20, 7:43 am, Nickw  wrote:
>>
>>
>>
>>
>>
>>
>>
>> > Hi,
>>
>> > I'm developing an augmented-reality app in which I wish to overlay
>> > real-world data, specifically hiking trails from the OpenStreetMap
>> > project, on the phone's camera feed.
>>
>> > I'm getting this kind-of working, using the camera's SurfaceView
>> > stacked on the GLSurfaceView (yes, that way round, as documented by
>> > several on the web). However you can't always see both layers and in
>> > any case I've seen posts on here suggesting you're not supposed to
>> > overlay two SurfaceViews on each other.
>>
>> > However what I'm struggling to find is an alternative way of doing it.
>> > The method which springs to mind is to draw the OpenGL layer without
>> > using a GLSurfaceView (e.g. just a regular view) but can that be done?
>> > An alternative method is to send the feed to the GLSurfaceView as a
>> > texture but this seems a bit of a long winded way of doing it and if
>> > there are simpler alternatives, I'd prefer to go that route.
>>
>> > On another issue related to the same app, on Android 2.1 (and below)
>> > there is no way to use the API to find any of the camera field of view
>> > parameters, focal length, and so on. The specification for the HTC
>> > Hero does not mention any of those parameters, though I've estimated
>> > in the field a horizontal field of view of just under 40 degrees. It
>> > seems that for 2.1 and below one would have to use some sort of table
>> > mapping phone models to parameters, but again googling is drawing
>> > blanks. Is anyone aware of a list of models and camera FOV parameters?
>>
>> > Thanks,
>> > Nick
>
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Note: please don't send private questions to me, as I don't have time
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