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Learn ARCore - Fundamentals of Google ARCore

You're reading from   Learn ARCore - Fundamentals of Google ARCore Learn to build augmented reality apps for Android, Unity, and the web with Google ARCore 1.0

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Product type Paperback
Published in Mar 2018
Publisher Packt
ISBN-13 9781788830409
Length 274 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (17) Chapters Close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started FREE CHAPTER 2. ARCore on Android 3. ARCore on Unity 4. ARCore on the Web 5. Real-World Motion Tracking 6. Understanding the Environment 7. Light Estimation 8. Recognizing the Environment 9. Blending Light for Architectural Design 10. Mixing in Mixed Reality 11. Performance Tips and Troubleshooting 1. Other Books You May Enjoy Index

Summary


In this chapter, we completed the last of our major setup tasks for the ARCore environments we will explore in later chapters. We first jumped in and installed the prerequisite AR-enabled experimental Chrome browser. Then, we downloaded and installed Node.js as a requirement for running a simple HTTP server. This gave us the ability to pull the examples from the three.ar.js source onto our local machine. We then used the HTTP server to serve up the sample AR web-enabled applications to our device. Next, we tackled the problem of debugging JavaScript code remotely to an Android device. After that, we took a brief tour of 3D and explored ways in which we could scale and transform 3D objects in our AR scenes. Then, we finally learned that good knowledge of 3D concepts and/or math is essential for our success as AR developers.

Now that we are done with the essential setup tasks, it is time to move on to building AR applications of our own. In the next chapter, we will explore the AR concept...

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