AR.js: Efficient Augmented Reality for the Web
github.com
github.com
But the WebARonARCore repo is a whole freaking clone of the entire Chrome browser!
Isn't there a much simpler way to extend an off-the-shelf Chrome component like they did with WKWebView on iOS, without rebuilding the entire honking browser?
I know there is a WebView chrome component for Android -- why didn't they simply use that, the same way as they did with WKWebView on iOS? Performance? Does it require features the WebView Chrome component doesn't support?
This site (https://jeromeetienne.github.io/AR.js/three.js/examples/mobi...) on my phone is telling me that my webcam can't be found. :|
It will be a long way before markers are obsolete. My guess is about 5 years.
But even with the current limitations, it does feel like the next evolution of AR -- one you can just start using with no setup. Printing a marker is not something a casual person, just interested in checking out a new app, would do (assuming they have access to a printer, or a second device, in the first place). I think that it's a different ball game, and agree with OP that it's the main point of the new generation.
That's not to say anything negative about this project specifically -- it's awesome, and really cool to see something like this perform well on the web in general, and mobile web in particular.
Because the toy AR displays on a small 2D screen, there's a number of shortcuts that can go mostly unnoticed.
[1]: https://developers.google.com/ar/develop/web/getting-started
On iOS, WebARonARKit simply uses WKWebView's standard method of sending messages back and forth to the browser:
[userContentController addScriptMessageHandler:self name:@"WebARonARKit"];
https://github.com/google-ar/WebARonARKit/blob/master/WebARo...
My question is why did they have to make a custom Chrome build on Android, to simply integrate the browser with a library like they did on iOS (WKWebView <=> ARKit)? Why didn't they use the off-the-shelf WebView browser component for Android instead of building their own monolithic custom Chrome app, just to integrate the browser with an Android library (WebView <=> arcore-android-sdk)?
When iPhones 8 and X came out, I was thrilled more so with iOS 11 featuring ARKit, but bummed out my A8-powered device could not run their advanced augmented reality software. The price points are high right now for me, and what the devices provide are incremental, making me wonder when smartphones will taper off like PCs did in terms of delivering power across new generations of chipsets.
For the time being, software like this allows hobbyists like me to play around with concepts I'd love to but are otherwise locked out of for now. Thanks for sharing!
https://developer.apple.com/documentation/webkitjs/deviceori...
I am not always positive about WebGL stuff, but this one run quite well on my devices.
[1] https://developers.google.com/ar/develop/web/getting-started
Here's something you probably don't know, since you're so quick to dismiss AR.js. AR.js uses Google's WebAR where it is available. So no, WebAR is not competition for AR.js, anymore than Native ES7 support in Chrome is competition for Babel.