ARKit by Tutorials: Building Augmented Reality Apps in Swift 4.2
by raywenderlich Tutorial Team,Chris Language,Namrata Bandekar,Antonio Bello,Tammy Coron
Publisher finelybook 出版社: Razeware LLC (17 Jan. 2019)
Language 语言: English
Print Length 页数: 496 pages
ISBN-10: 1942878710
ISBN-13: 9781942878711
Book Description
Build immersive and engaging AR apps in ARKit!
Learn how to use Apple’s augmented reality framework,ARKit,to bring the magic of AR into your apps as you work through some polished projects:
Tabletop Poker Dice
Immersive Sci-Fi Portal
3D Face Masking
Location-Based Content
Monster Truck Sim
2D and 3D detection and tracking app
…and more!
Use Apple’s ARKit framework to build immersive and engaging AR apps!
ARKit is Apple’s mobile AR development framework. With it,you can create an immersive,engaging experience,mixing virtual 2D and 3D content with the live camera feed of the world around you.
What sets ARKit apart from other AR frameworks,such as Vuforia,is that ARKit performs markerless tracking. ARKit instantly transforms any Apple device with an A9 or higher processor into a markerless AR-capable device. At this very moment,millions of Apple users already have a sophisticated AR device right in their pockets!
If you’ve worked with any of Apple’s other frameworks,you’re probably expecting that it will take a long time to get things working. But with ARKit,it only takes a few lines of code — ARKit does most of the the heavy lifting for you,so you can focus on what’s important: creating an immersive and engaging AR experience.
In this book,you’ll work through a number of polished and engaging apps: a tabletop poker dice game,an immersive sci-fi portal,a 3D face-tracking mask app,a location-based AR ad network,a monster truck simulation with realistic vehicle physics,a 2D and 3D object recognition and tracking app,and more!
About the Cover
What You Need
Book License
Book Source Code & Forums
Chapter 1: Hello ARKit!
Chapter 2: Your First ARKit App
Chapter 3: Basic Session Management
Chapter 4: Adding 3D Objects & Textures
Chapter 5: Detecting Surfaces
Chapter 6: Adding Physics
Chapter 7: Building a Portal
Chapter 8: Adding Objects to Your World
Chapter 9: Geometry,Textures & Lighting
Chapter 10: Detecting Placeholders
Chapter 11: Beginning User Interaction
Chapter 12: Advanced User Interaction
Chapter 13: Location Tracking & Beacons
Chapter 14: Getting Started with Face-Based AR
Chapter 15: Tracking the User’s Face
Chapter 16: Creating Assets for Face-Based AR
Chapter 17: Working with Blend Shapes
Chapter 18: Recording Your ARKit Experience with ReplayKit
Chapter 19: Vehicle Physics,Partl
Chapter 20: Vehicle Physics,Part ll
Chapter 21: World Mapping & Persistent AR Experiences
Chapter 22: Collaborative AR Experiences
Chapter 23: Introducing AR Quick Look
Chapter 24: Introducing USDZ
Chapter 25: Detecting Images & 3D Objects
Chapter 26: Introducing RealityKit & Reality Composer
Conclusion