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

