Get in Touch

Course Outline

Introduction & Current State of ARToolKit

  • History and evolution to artoolkitX, open-source maintenance.
  • Comparison of marker-based versus natural feature tracking, including barcode marker support.
  • Supported platforms (Android, iOS, desktop) and plugin integrations (Unity, OpenSceneGraph).

Setting Up the Environment

  • Installing artoolkitX and SDKs for mobile platforms.
  • Setting up integration with Unity or OpenSceneGraph.
  • Configuring permissions for camera, GPS, compass, and file access.

Markers, Calibration & Natural Feature Tracking

  • Creating and using square markers and barcode markers.
  • Natural feature tracking (NFT): principles and workflows.
  • Camera calibration, distortion correction, and stereo camera support.

Overlaying Virtual Content & Rendering

  • Overlaying 2D and 3D content on live camera feeds.
  • Lighting, occlusion, and shader basics for realistic rendering.
  • Performance considerations on mobile: optimizing frame rate and memory usage.

Sensor Integration & External Inputs

  • Using GPS and compass data to orient AR content relative to the real world.
  • Accessing camera properties, including focal length recognition and sensor calibration.
  • Integration with OpenCV for image preprocessing and enhancements (e.g., filtering, stabilization).

Using External Engines (Unity / OpenSceneGraph)

  • Setting up a Unity project with the ARToolKit plugin.
  • Syncing ARToolKit marker/NFT tracking data into Unity scenes.
  • Utilizing OpenSceneGraph for advanced rendering or GPU-based 3D content.

Troubleshooting, Performance & Deployment

  • Common issues: lighting challenges, marker detection failure, delays.
  • Optimizing for mobile: texture sizes, multi-threading, and memory usage.
  • Packaging for Android / iOS, testing on real devices, and using debugging tools.

Summary and Next Steps

Requirements

  • Programming experience in any language.
  • Basic understanding of 3D graphics or rendering concepts.
  • Familiarity with setting up a mobile development environment.

Audience

  • Mobile and AR developers.
  • Computer vision engineers.
  • Interactive media developers.
 7 Hours

Number of participants


Price per participant

Testimonials (3)

Upcoming Courses

Related Categories