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Author Glover, Jesse, author.

Title Unity 2018 augmented reality projects : build four immersive and fur AR applications using ARKit, ARCore, and Vuforia / Jesse Glover. [O'Reilly electronic resource]

Publication Info. Birmingham, UK : Packt Publishing, 2018.
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Description 1 online resource : illustrations
Bibliography Includes bibliographical references.
Contents 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 technologiesWays 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
QuestionsChapter 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 frameworksDeveloping 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 WalkingBackground 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 Augmented Reality offers the magical effect of blending the physical world with the virtual world. On the other hand, Unity is now the leading platform to develop augmented reality experiences since it provides a great pipeline to work with 3D assets. This book will educate you about the specifics of augmented reality development in Unity 2018.
Subject Unity (Electronic resource)
Unity (Electronic resource)
Computer games -- Development.
Augmented reality.
Video games -- Programming.
Computer graphics.
Réalité augmentée.
Jeux vidéo -- Programmation.
Infographie.
augmented reality.
computer graphics.
Games development & programming.
Programming & scripting languages: general.
Virtual worlds.
Augmented reality
Video games -- Programming
Computer graphics
ISBN 9781788835848 (electronic bk.)
1788835840 (electronic bk.)
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