Augmented Reality For The Masses
summary
Overview of concrete claims and how-to: mobile AR runs on iOS ARKit, Android ARCore and via Unity/Unreal; core technique is SLAM and IMU dead reckoning to build point clouds, detect planes, create anchors and do light estimation. ARCore 2 adds vertical plane detection and cloud anchors for shared experiences. Examples include a fiducial-marker Rock’em‑Sock’em demo, a rotating solar‑system scene built from OBJ/FBX/glTF assets (served from Poly/Sceneform), and hands‑on Android Studio code where placing a model is literally a few lines — emulator demo works but can be CPU‑heavy.
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chapters (9)
- 0:00Start
- 2:05Practice Improving Imagination
- 3:57Imagination & Boundaries
- 4:21The MAYA Principle
- 5:21Technology Vs Magic
- 6:00Cycle of Product Innovation
- 23:30Tango 3D Mapping
- 32:39ARCore major points
- 42:06ARCore Unity & UnReal
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44mDiscovering Augmented Reality with ARCore
40mDiscovering Augmented Reality with ARCore
35mExploring augmented reality with AR Core
37mExploring Augmented Reality with ARCore
41mAUGMENTED REALITY FOR EVERYONE, EVERYWHERE WITH ARCORE
52mAugmented Reality: The Lion, The Witch and The Robot
38mIntro to ARCore
42mHello ARCore
