Connecting 3D/360° Virtual Tour Buyers to Service Providers powered by
the Most In-Depth, Relevant and Up-to-Date Content and Training for the 3D/360° Community
Join FREE! 50+ Benefits
Should I buy a Camera? Quiz How Much to Start 3D Tour Business? Calculate How Much Can I Make as a Pro? Calculate Win More Listings? Calculate
Option #1
Find a 3D Tour Photographer Map
We Get Around Network Find a Pro Service
Matterport Service Provider? Join We Get Around Network
Option #2
Book a Matterport Pro in 60 Seconds
We Get Around Network Instant Booking Service
Powered byKoaWare
Matterport Service Provider (USA)? Join KoaWare Free! Register Now
Last 30 Days: 48,802 Page Views | 12,091 Visitors | 81 New Members
WGAN Knowledge Base | Total Posts: 60,261  |  Total Topics: 9,325
5,182 WGAN Members in 129 Countries
We Get Around Network Forum
WGAN Training Academy (Learn more)
WGAN-TV Channel
Intro 101 to Matterport for Pro Photographers
with Matterport's Jonathan Buckley and Amir Frank
WGAN-TV: Coming Up
Live at 5
5 pm EDT (GMT -5)
Tuesday, 27 August 2019
Add to My Calendar WGAN-TV Program Schedule | Need Help? | All Videos
AndroidARCoreRDResearchTosolini Productions

[R&D] ARCore + Matterport augmented reality illusion7239

Tosolini private msg quote post Address this user
In this video we present an augmented reality illusion leveraging ARCore and a Matterport model.
ARCore is Google’s mobile platform for augmented reality content, focused on attaching virtual objects to real world spaces.

Here, we utilize ARCore’s newly released Augmented Images capability and Unity3d to track a portal setup to an image on a laptop screen.

The image on the screen (planet Earth, in this case) is used to activate and keep the model aligned as the phone moves freely within the space. The portal’s selective rendering helps create a sense of depth, forming the illusion of a box that recedes into the computer screen. This experiment runs on an Android device.

Created by our VR designer Michael Gelon.

Paolo Tosolini, Founder
Tosolini Productions LLC
Post 1 IP   flag post
Tosolini private msg quote post Address this user
As a follow up to this thread, I'm quoting my VR designer about the process of importing the OBJ:

"I did some optimizing to the model. I brought it into Blender, joined the separate pieces, and deleted duplicate vertices (which reduced vert count by about 40%). I then separated the house into floors, and decimated each floor until it was under 14,000 verts. I saved this as an .obj in the root folder for the model.

After bringing it into Unity, I changed the material import to “legacy” in the import settings, which allowed me to change all of the materials to “unlit.” At this point, the model seemed to be running fine, and I swapped it with a simple cube to compare performance. If I needed to take the performance further, I would have used Mesh Baker to reduce each floor’s material count to one.

I ran the demo on a Galaxy S9 Plus- I’m not sure how it would perform on a less powerful phone."
Post 2 IP   flag post
WGAN Forum
DanSmigrod private msg quote post Address this user


Post 3 IP   flag post
61001 3 3
This topic is archived. Start new topic?