AR核心性能,学习曲线以及与其他框架的比较 [英] AR Core performance, learning curve and comparison with other frameworks

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问题描述

我希望学习和投入大量时间来构建3D增强现实应用程序,因为它们正在缓慢但必将成为人机交互的未来.

我想学习ARCore,但它只能在数量有限的全新手机上运行,​​由于价格原因,我目前无法进行测试.我对ARCore没什么疑问

  1. 与其他流行框架相比,ARCore性能如何?它是否将大量资源用于简单的操作,例如运动检测,跟踪和平面检测?
  2. 是否需要在此处所述的知识并使用OpenGL? ?它仅仅是绘制网格,顶点和简单对象,还是您应该对简单的3D建模了解更多?到目前为止,我已经看到ARKit使用自己的框架来管理事物,这是一件好事.
  3. 稳定吗?它是否经常崩溃或在大多数情况下导致ANR?我找不到应用程序链接,但用户抱怨它的糟糕程度.
  4. 除了使用这些设备之外,没有其他方法可以测试和调试代码?我们可以在带有一些黑客或其他东西的模拟器上运行它吗?
  5. 您可以访问ISO,测光等手动相机功能吗,是否像camera.getParameters()这样容易,还是需要大量的工作和/或NDK知识?您可以选择要使用的相机API还是仅仅是Camera2 API?我还想知道是否有任何AR框架可以让您使用简单的get或set方法来更改Camera1或Camera2 api之类的相机参数?

我搜索了ARToolKit,但给我的印象是,它很难学习并且很难实现,Vuforia和Wikitude并不是免费的,这使它们目前毫无疑问.我在每个框架的论坛中进行了搜索,而这个论坛已经过时了 thread 和其他几个框架.

我正在尝试根据经验数据来学习框架的更多技术和软件开发方面的知识.如果您认为此问题不合时宜,请编辑问题或指导我防止出现问题,因为至少在Android上没有关于增强现实的集体数据,至少我找不到.它的大多数已被弃用,是基于单个用户的选项,但根据经验,开发人员无法获得任何集体数据.我敢肯定,有很多开发人员都在想如何做以及哪种框架适合他们.

解决方案

像其他AR框架一样,ARCore需要大量资源:场景识别和跟踪不是一件简单的事情,因此让我们将所有AR引擎视为对资源使用很重要的事情./p>

知道OpenGL是一个加号,因为您需要知道3D渲染循环的工作方式以及能够工作于AR的能力.无需成为OpenGL大师,但需要具备基础知识才能理解示例并能够创建自己的3D/AR项目.除非您使用ARKit&金属,或带有Unity的AR.

我测试过的所有AR库都是稳定的,API也经过了测试,并且从不崩溃.拥有稳定的AR跟踪更为复杂,有些要比其他更好,并且都有局限性(让我们在统一的白色石头地板上尝试一下ARCore和ARKit ...),但无标记的AR引擎在跟踪方面令人印象深刻,但需要最新的技术设备,并且仍处于测试阶段.

说到ARCore,只有某些设备是兼容的,据我所知没有它们就无法测试. 仿真器需要照相机来测试,不知道它是否存在.

在大多数AR框架中,Camera不可用:我的意思是,该框架配置并运行Camera,在大多数情况下您甚至无法获得Camera2的实例,有时甚至很难获得Camera当前的设置( ARCore). AR引擎或多或少是一个黑匣子,以跟踪作为输出.

我练习了所有这些引擎,我成功地使用了其中一些引擎,但有些仍然无法正常工作(需要花一些时间来深化实现并使其按我的意愿工作,而不是像样例那样工作).我的观点是ARKit和ARCore将使Vuforia& Wikitude已被弃用,因为跟踪效果更好,无标记(更重要的一点),并且...免费!

祝你好运!

I'm hoping to learn and dedicate serious amount of time on building 3D augmented reality apps since they are slowly but surely becoming the future for human and computer interaction.

I wish to learn ARCore but it only runs on limited number of brand new phones, it's not possible for me to test with, due to their prices,for now. I have few questions regarding to ARCore

  1. How is ARCore performence compared to other popular frameworks? Does it use extensive resources for simple operations such as motion detection, tracking and plane detection?
  2. Does it require knowledge and use of OpenGL as mentioned here? Is it just drawing meshes, vertices and simple objects or you should know more for simple 3D modelling? As far i've seen so far ARKit manages things with it's own framework which is a good thing.
  3. Is it stable? Does it crash often or cause ANR most of the time? I couldn't find the app link but users were complaining about how bad it was.
  4. Isn't there no way to test and debug code other than using these device? Can we run it on a emulator with some hack or other stuff?
  5. Can you access to manual camera features like ISO, metering, etc., is it easy like camera.getParameters() or some extensive work and/or NDK knowledge is required? Can you choose which camera api to use or is it just Camera2 api? I also wonder is there any AR framework that let you change camera parameters like Camera1 or Camera2 api with simple get or set methods?

I searched for ARToolKit but i got an impression that it's hard to learn and it's hard to implement things, Vuforia and Wikitude is not being free makes them out of question for now. I searched forums of each framework and this outdated thread and few others.

I'm trying to learn more technical and software development aspects of frameworks depending on empirical data. If you thing this question is off-topic please edit the question or direct me to prevent being so since there is no collective data about augmented reality on Android, at least, i haven't been able to find. Most of it is depracated, option based from a single user but no collective data is available from developers based on experience. I'm sure there are lots of developers wondering how to do it and which framework is suitable for them.

解决方案

ARCore like other AR frameworks cost lot of resources : scene recognition and tracking are not simple things, so let's consider all AR engine as something important in resources usage.

Knowing OpenGL is a plus since you'll need to know how a 3D render loop works ot be able to work AR. No need to be an OpenGL master, but basics are required to understand samples and to be able to create your own 3D/AR project. Unless you'r working with ARKit & Metal, or AR with Unity maybe.

All AR lib I tested are stable, API are tested and quite never crash. It is more complex to have an AR tracking stable, some are better than other, and all have limitations (let's try ARCore and ARKit on a uniform white stone floor...) but markerless AR engine are pretty impressive on tracking, but need lastest devices and are still in beta.

Speaking about ARCore, only some devices are compatibles, no way to test without them as far as I know. Emulator would need a camera to test, don't know if it exists.

In most of the AR framework, Camera is not available : I mean, the framework configure and run the camera, you cannot get even an instance of Camera2 most of the time, sometimes it is even hard to get camera current settings (ARCore). The AR engine is more or less a black box, with tracking as output.

I practiced all these engines, I used some with success, and some are still not working (takes time to going deeper in the implementation and making it work as I want and not as the sample does). My opinion is ARKit and ARCore are going to make Vuforia & Wikitude deprecated since tracking is better, markerless (the more important point) and ... free of charge!

Good luck!

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