AndAR has a sample app capable of loading some obj/mtl models. See
http://code.google.com/p/andar

On Sun, Jul 8, 2012 at 10:35 PM, santy <[email protected]>wrote:

> I´ve been trying and studying some examples but I don´t have
> OpenGL knowledges enough to implement what I need. I´ve been trying with
> Junaio too, but It doesn´t fit to my project. I tried with LookAR too, but
> the resolution is very low. Is there any framework, as LookAR, that can do
> easily what I need? (I am not an expert in OpenGL)
>
> Thank you
>
>
>
>
> El jueves, 5 de julio de 2012 20:33:27 UTC+2, Nobu Games escribió:
>
>> With that device rotation matrix you can only rotate your objects around
>> the screen, where the rotation center point is the center of the device.
>> This is independent of GPS location coordinates, and as the name of that
>> matrix suggests, it is really rotation only, not translation (moving around
>> the objects on any axis).
>>
>>
>> But to answer your question: yes, it is possible to just use the sensor
>> data without GPS and have 3D objects move around on the screen. And it will
>> work well for most use cases, like augmented reality games where you
>> usually sit as a player and move the camera around.
>>
>> If you need to change the positioning of the 3D objects according to the
>> current device location and movement, it gets a bit more complicated.
>>
>> You could make use of the GPS coordinates for translation but it wouldn't
>> be real time suitable, because GPS alone is usually not precise enough. You
>> need to combine several sensors (including the camera) for making an
>> augmented reality app possible that gives a seamless experience and allows
>> the user to freely walk around.
>>
>> You could make use of acceleration sensor data for getting an idea of the
>> current device / user movement direction. With that information you could
>> predict a translation until the next GPS location update gives you
>> certainty about the current location.
>>
>> You also could make use of realtime image analysis for calculating the
>> current movement direction based on changes in the video preview frames.
>>
>>
>>
>> On Thursday, July 5, 2012 1:11:20 PM UTC-5, santy wrote:
>>>
>>> Thank you very much Nobu. And is it possible to place the 3D object just
>>> to see the object with the camera on its position without using the GPS???
>>>
>>>
>>> El jueves, 5 de julio de 2012 20:02:03 UTC+2, Nobu Games escribió:
>>>>
>>>> On Thu, Jul 5, 2012 at 12:47 PM, santy wrote:
>>>>
>>>>> Yes, of course I have been trying with all the frameworks I have found
>>>>> (LooakAR, min3D...) and I am sure I can do what I need with them but I
>>>>> don´t know how. I wrote here in order to find someone who has done exactly
>>>>> the same I have to do (there must be a lot) and to know how they did it (I
>>>>> need a tutorial that explains it or some advices).
>>>>>
>>>>> Thanks
>>>>>
>>>>>
>>>>> El jueves, 5 de julio de 2012 19:40:21 UTC+2, Nobu Games escribió:
>>>>>> https://www.google.**com/search?q=Android+**Augmented+Reality<https://www.google.com/search?q=Android+Augmented+Reality>
>>>>>
>>>>>
>>>> You need to make use of SensorManager and register a SensorListener in
>>>> order to construct a device rotation matrix. Luckily Android already
>>>> provides a method that calculates that matrix which is ready for use in
>>>> OpenGL:
>>>>
>>>> SensorManager.**getRotationMatrix()<http://developer.android.com/reference/android/hardware/SensorManager.html#getRotationMatrix%28float[],%20float[],%20float[],%20float[]%29>
>>>> .
>>>>
>>>> *This matrix is ready to be used by OpenGL ES's glLoadMatrixf(float[],
>>>>> int)<http://developer.android.com/reference/javax/microedition/khronos/opengles/GL10.html#glLoadMatrixf%28float[],%20int%29>.
>>>>> *
>>>>>
>>>>> * Note that because OpenGL matrices are column-major matrices you
>>>>> must transpose the matrix before using it. However, since the matrix is a
>>>>> rotation matrix, its transpose is also its inverse, conveniently, it is
>>>>> often the inverse of the rotation that is needed for rendering; it can
>>>>> therefore be used with OpenGL ES directly. *
>>>>>
>>>> You also may want to implement an algorithm that reduces the noise from
>>>> the sensor data, otherwise the 3D objects will jitter on the screen. The
>>>> simplest approach is calculating a median and / or weighted average over
>>>> time.
>>>>
>>>  --
> You received this message because you are subscribed to the Google
> Groups "Android Developers" group.
> To post to this group, send email to [email protected]
> To unsubscribe from this group, send email to
> [email protected]
> For more options, visit this group at
> http://groups.google.com/group/android-developers?hl=en
>



-- 
Raghav Sood
Please do not email private questions to me as I do not have time to answer
them. Instead, post them to public forums where others and I can answer and
benefit from them.
http://www.appaholics.in/ - Founder
http://www.apress.com/9781430239451 - Author
+91 81 303 77248

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to