ARAnchor 究竟是什么? [英] What is ARAnchor exactly?

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问题描述

我正在尝试理解和使用 ARKit.但是有一件事我不能完全理解.

Apple 关于 ARAnchor 的评价:

<块引用>

可用于在 AR 场景中放置对象的真实位置和方向.

但这还不够.所以我的问题是:

  • ARAnchor 究竟是什么?
  • 锚点和特征点有什么区别?
  • ARAnchor 只是特征点的一部分吗?
  • ARKit 如何确定其锚点?

解决方案

更新时间:2021 年 6 月 22 日.

TL;DR


ARAnchor

ARAnchor 是一个不可见的空对象,可以在世界空间中的锚点位置保持 3D 模型.将 ARAnchor 想象成一个带有局部轴(您可以平移、旋转和缩放它)的变换节点,用于您的模型.每个 3D 模型都有一个枢轴点,对吗?所以这个轴心点必须满足一个ARAnchor.

如果您不在 ARKit/RealityKit 应用中使用锚点,您的 3D 模型可能会偏离它们的放置位置,这将极大地影响您应用的真实感和用户体验.因此,锚点是 AR 场景的关键元素.

根据 ARKit 文档 2017:

<块引用>

ARAnchor 是真实世界的位置和方向,可用于在 AR 场景中放置对象.在会话中添加锚点有助于 ARKit 优化该锚点周围区域的世界跟踪精度,以便虚拟对象看起来相对于现实世界保持原位.如果虚拟对象移动,则从旧位置移除相应的anchor,并在新位置添加一个.

ARAnchor 是 ARKit 框架中存在的所有其他类型锚点的父类,因此所有这些子类都继承自 ARAnchor 类,但不能直接在您的代码中使用它.我还必须说 ARAnchorFeature Points 没有任何共同点.Feature Points 而是为了成功跟踪和调试.

ARAnchor 不会自动跟踪现实世界的目标.如果您需要自动化,则必须使用 renderer(...)session(...) 实例方法,如果您符合协议 ,则可以调用这些方法分别为 ARSCNViewDelegateARSessionDelegate.

这是一张带有平面锚的视觉表示的图像.但请记住:默认情况下,您既看不到检测到的平面,也看不到其对应的 ARPlaneAnchor. 因此,如果您想看到场景中的任何锚点,您必须可视化"它使用三个薄的 SCNCylinder 原语.



在 ARKit 中,您可以使用不同的场景自动将 ARAnchors 添加到您的场景中:

  • ARPlaneAnchor

    • 如果水平和/或垂直 planeDetection 实例属性为 ON,则 ARKit 能够将 ARPlaneAnchors 添加到当前会话.有时启用 planeDetection 会大大增加场景理解阶段所需的时间.
  • ARImageAnchor(符合


    <块引用>

    还有其他在 AR 会话中创建锚点的常规方法:

    • 命中测试方法

      • 点击屏幕,将一个点投影到一个不可见的检测平面上,将 ARAnchor 放置在假想射线与该平面相交的位置.顺便说一句,ARHitTestResult 类及其对应的 ARSCNView 和 ARSKView 的命中测试方法将在 iOS 14 中弃用,因此您必须习惯使用光线投射.
    • 光线投射方法

      • 如果您使用的是

        I'm trying to understand and use ARKit. But there is one thing that I cannot fully understand.

        Apple said about ARAnchor:

        A real-world position and orientation that can be used for placing objects in an AR scene.

        But that's not enough. So my questions are:

        • What is ARAnchor exactly?
        • What are the differences between anchors and feature points?
        • Is ARAnchor just part of feature points?
        • And how does ARKit determines its anchors?

        解决方案

        Updated: June 22, 2021.

        TL;DR


        ARAnchor

        ARAnchor is an invisible null-object that can hold a 3D model at anchor's position in World Space. Think of ARAnchor just like it's a transform node with local axis (you can translate, rotate and scale it) for your model. Every 3D model has a pivot point, right? So this pivot point must meet an ARAnchor.

        If you do not use anchors in ARKit/RealityKit app, your 3D models may drift from where they were placed and this will dramatically impact your app’s realism and user experience. Thus, anchors are crucial elements of your AR scene.

        According to ARKit documentation 2017:

        ARAnchor is a real-world position and orientation that can be used for placing objects in AR Scene. Adding an anchor to the session helps ARKit to optimize world-tracking accuracy in the area around that anchor, so that virtual objects appear to stay in place relative to the real world. If a virtual object moves, remove the corresponding anchor from the old position and add one at the new position.

        ARAnchor is a parent class for all other types of anchors existing in ARKit framework, hence all these subclasses inherit from ARAnchor class but cannot use it directly in your code. I must also say that ARAnchor and Feature Points have nothing in common. Feature Points are rather for successful tracking and for debugging.

        ARAnchor doesn't automatically track a real world target. If you need automation, you have to use renderer(...) or session(...) instance methods that you can call if you conformed to protocols ARSCNViewDelegate or ARSessionDelegate respectively.

        Here's an image with visual representation of plane anchor. But keep in mind: by default, you can neither see a detected plane nor its corresponding ARPlaneAnchor. So, if you wanna see any anchor in your scene, you have to "visualize" it using three thin SCNCylinder primitives.



        In ARKit you can automatically add ARAnchors to your scene using different scenarios:

        • ARPlaneAnchor

          • If horizontal and/or vertical planeDetection instance property is ON, ARKit is able to add ARPlaneAnchors to the current session. Sometimes enabled planeDetection considerably increases a time required for scene understanding stage.
        • ARImageAnchor (conforms to ARTrackable protocol)

          • This type of anchors contains information about the position and orientation of a detected image (anchor is placed at an image center) in world-tracking session. For activation use detectionImages instance property. In ARKit 2.0 you can totally track up to 25 images, in ARKit 3.0 and ARKit 4.0 – up to 100 images, respectively. But, in both cases, not more than just 4 images simultaneously. In ARKit 5.0, however, you can detect and track up to 100 images at a time.
        • ARBodyAnchor (conforms to ARTrackable protocol)

          • In the latest release of ARKit you can enable body tracking by running your session with ARBodyTrackingConfiguration(). You'll get ARBodyAnchor in a Root Joint of CG Skeleton, or at pelvis position of tracked character.
        • ARFaceAnchor (conforms to ARTrackable protocol)

          • Face Anchor stores the information about the topology and pose, as well as face's expression that you can detect with a front TrueDepth camera or with regular RGB camera. When face is detected, Face Anchor will be attached slightly behind a nose, in the center of a face. In ARKit 2.0 you can track just one face, in ARKit 3.0 – up to 3 faces, simultaneously. In ARKit 4.0 a number of tracked faces depends on a TrueDepth sensor and CPU: smartphones with TrueDepth camera tracks up to 3 faces, smartphones with A12+ chipset, but without TrueDepth camera, can also track up to 3 faces.
        • ARObjectAnchor

          • This anchor's type keeps an information about 6 Degrees of Freedom (position and orientation) of a real-world 3D object detected in a world-tracking session. Remember that you need to specify ARReferenceObject instances for detectionObjects property of session config.
        • AREnvironmentProbeAnchor

          • Probe Anchor provides environmental lighting information for a specific area of space in a world-tracking session. ARKit's Artificial Intelligence uses it to supply reflective shaders with environmental reflections.
        • ARParticipantAnchor

          • This is an indispensable anchor type for multiuser AR experiences. If you want to employ it, use true value for isCollaborationEnabled instance property in MultipeerConnectivity framework.
        • ARMeshAnchor

          • ARKit and LiDAR subdivide the reconstructed real-world scene surrounding the user into mesh anchors with corresponding polygonal geometry. Mesh anchors constantly update their data as ARKit refines its understanding of the real world. Although ARKit updates a mesh to reflect a change in the physical environment, the mesh's subsequent change is not intended to reflect in real time. Sometimes your reconstructed scene can have up to 50 anchors or even more. This is due to the fact that each classified object (wall, chair, door or table) has its own personal anchor. Each ARMeshAnchor stores data about corresponding vertices, one of eight cases of classification, its faces and vertices normals.
        • ARGeoAnchor (conforms to ARTrackable protocol)

          • In ARKit 4.0+ there's a geo anchor (a.k.a. location anchor) that tracks a geographic location using GPS, Apple Maps and additional environment data coming from Apple servers. This type of anchor identifies a specific area in the world that the app can refer to. When a user moves around the scene, the session updates a location anchor’s transform based on coordinates and device’s compass heading of a geo anchor. Look at a list of supported cities.
        • ARAppClipCodeAnchor (conforms to ARTrackable protocol)

          • This anchor tracks the position and orientation of App Clip Code in the physical environment in ARKit 4.0+. You can use App Clip Codes to enable users to discover your App Clip in the real world.


        There are also other regular approaches to create anchors in AR session:

        • Hit-Testing methods

          • Tapping on the screen, projects a point onto a invisible detected plane, placing ARAnchor on a location where imaginary ray intersects with this plane. By the way, ARHitTestResult class and its corresponding hit-testing methods for ARSCNView and ARSKView will be deprecated in iOS 14, so you have to get used to a Ray-Casting.
        • Ray-Casting methods

          • If you're using ray-casting, tapping on the screen results in a projected 3D point on an invisible detected plane. But you can also perform Ray-Casting between A and B positions in 3D scene. The main difference of Ray-Casting from Hit-Testing is that, when using the first one ARKit can keep refining the ray cast as it learns more about detected surfaces, and Ray-Casting can be 2D-to-3D and 3D-to-3D.
        • Feature Points

          • Special yellow points that ARKit automatically generates on a high-contrast margins of real-world objects, can give you a place to put an ARAnchor on.
        • ARCamera's transform

          • iPhone's camera's position and orientation simd_float4x4 can be easily used as a place for ARAnchor.
        • Any arbitrary World Position

          • Place a custom ARWorldAnchor anywhere in your scene. You can generate ARKit's version of world anchor like AnchorEntity(.world(transform: mtx)) found in RealityKit.


        This code snippet shows you how to use an ARPlaneAnchor in a delegate's method: renderer(_:didAdd:for:):

        func renderer(_ renderer: SCNSceneRenderer, 
                     didAdd node: SCNNode, 
                      for anchor: ARAnchor) {
            
            guard let planeAnchor = anchor as? ARPlaneAnchor 
            else { return }
        
            let grid = Grid(anchor: planeAnchor)
            node.addChildNode(grid)
        }
        



        AnchorEntity

        AnchorEntity is alpha and omega in RealityKit. According to RealityKit documentation 2019:

        AnchorEntity is an anchor that tethers virtual content to a real-world object in an AR session.

        RealityKit framework and Reality Composer app were released in WWDC'19. They have a new class named AnchorEntity. You can use AnchorEntity as the root point of any entities' hierarchy, and you must add it to the Scene anchors collection. AnchorEntity automatically tracks real world target. In RealityKit and Reality Composer AnchorEntity is at the top of hierarchy. This anchor is able to hold a hundred of models and in this case it's more stable than if you use 100 personal anchors for each model.

        Let's see how it looks in a code:

        func makeUIView(context: Context) -> ARView {
            
            let arView = ARView(frame: .zero)
            let modelAnchor = try! Experience.loadModel()
            arView.scene.anchors.append(modelAnchor)
            return arView
        }
        

        AnchorEntity has three components:

        To find out the difference between ARAnchor and AnchorEntity look at THIS POST.

        Here are nine AnchorEntity's cases available in RealityKit 2.0 for iOS:

        // Fixed position in the AR scene
        AnchorEntity(.world(transform: mtx)) 
        
        // For body tracking (a.k.a. Motion Capture)
        AnchorEntity(.body)
        
        // Pinned to the tracking camera
        AnchorEntity(.camera)
        
        // For face tracking (Selfie Camera config)
        AnchorEntity(.face)
        
        // For image tracking config
        AnchorEntity(.image(group: "Group", name: "model"))
        
        // For object tracking config
        AnchorEntity(.object(group: "Group", name: "object"))
        
        // For plane detection with surface classification
        AnchorEntity(.plane([.any], classification: [.seat], minimumBounds: [1.0, 1.0]))
        
        // When you use ray-casting
        AnchorEntity(raycastResult: myRaycastResult)     /* no dot notation */
        
        // When you use ARAnchor with a given identifier
        AnchorEntity(.anchor(identifier: uuid))
        
        // Creates anchor entity on a basis of ARAnchor
        AnchorEntity(anchor: arAnchor)                   /* no dot notation */
        

        And here are only two AnchorEntity's cases available in RealityKit 2.0 for macOS:

        // Fixed world position in VR scene
        AnchorEntity(.world(transform: mtx))
        
        // Camera transform
        AnchorEntity(.camera)
        

        Also it’s not superfluous to say that you can use any subclass of ARAnchor for AnchorEntity needs:

        func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
        
            guard let faceAnchor = anchors.first as? ARFaceAnchor 
            else { return }
        
            arView.session.add(anchor: faceAnchor)
        
            let anchor = AnchorEntity(anchor: faceAnchor)
            anchor.addChild(model)        
            arView.scene.anchors.append(anchor)
        }
        


        Visualizing AnchorEntity

        Here's an example of how to visualize anchors in RealityKit (mac version).

        import AppKit
        import RealityKit
        
        class ViewController: NSViewController {
            
            @IBOutlet var arView: ARView!
            var model = Entity()
            let anchor = AnchorEntity()
        
            fileprivate func visualAnchor() -> Entity {
        
                let colors: [SimpleMaterial.Color] = [.red, .green, .blue]
        
                for index in 0...2 {
                    
                    let box: MeshResource = .generateBox(size: [0.20, 0.005, 0.005])
                    let material = UnlitMaterial(color: colors[index])              
                    let entity = ModelEntity(mesh: box, materials: [material])
        
                    if index == 0 {
                        entity.position.x += 0.1
        
                    } else if index == 1 {
                        entity.transform = Transform(pitch: 0, yaw: 0, roll: .pi/2)
                        entity.position.y += 0.1
        
                    } else if index == 2 {
                        entity.transform = Transform(pitch: 0, yaw: -.pi/2, roll: 0)
                        entity.position.z += 0.1
                    }
                    model.scale *= 1.5
                    self.model.addChild(entity)
                }
                return self.model
            }
        
            override func awakeFromNib() {
                anchor.addChild(self.visualAnchor())
                arView.scene.addAnchor(anchor)
            }
        }
        

        这篇关于ARAnchor 究竟是什么?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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