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Course Outline

Introduction and Current State of ARToolKit

  • History and evolution to artoolkitX, along with open-source maintenance
  • Differences between marker-based and natural feature tracking, including barcode marker support
  • Supported platforms (Android, iOS, desktop) and plugin integrations (Unity, OpenSceneGraph)

Environment Setup

  • Installing artoolkitX and SDKs for mobile platforms
  • Setting up Unity or OpenSceneGraph integration
  • Configuring permissions for camera, GPS, compass, and file access

Markers, Calibration, and Natural Feature Tracking

  • Creating and using square markers and barcode markers
  • Natural feature tracking (NFT): principles and workflows
  • Camera calibration, distortion correction, and stereo camera support

Overlaying Virtual Content and Rendering

  • Overlaying 2D and 3D content onto a live camera feed
  • Lighting, occlusion, and shader basics for realistic rendering
  • Performance considerations for mobile: optimizing frame rate and memory usage

Sensor Integration and External Inputs

  • Using GPS and compass data to orient AR content relative to the real world
  • Accessing camera properties, including focal length and sensor calibration
  • Integration with OpenCV for image preprocessing and enhancements (e.g., filtering, stabilization)

Using External Engines (Unity/OpenSceneGraph)

  • Setting up a project in Unity with the ARToolKit plugin
  • Syncing ARToolKit marker/NFT tracking data into Unity scenes
  • Using OpenSceneGraph for advanced rendering or GPU-based 3D content

Troubleshooting, Performance, and Deployment

  • Common issues: lighting conditions, marker detection failure, and delays
  • Optimizing for mobile: texture sizes, multi-threading, and memory usage
  • Packaging for Android/iOS, testing on real devices, and utilizing debugging tools

Summary and Next Steps

Requirements

  • Programming experience in any language
  • Basic understanding of 3D graphics or rendering concepts
  • Familiarity with setting up mobile development environments

Audience

  • Mobile and AR developers
  • Computer vision engineers
  • Interactive media developers
 7 Hours

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