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Chapter 3: Exploring Tools and Development Platforms
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Indika Wijesooriya
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Chapters in this book
- Frontmatter i
- Contents vii
- Preface xvii
- Acknowledgments xxi
- Chapter 1: Getting Started with Augmented Reality 1
- Chapter 2: Visualizing the AR Environment and Components 23
- Chapter 3: Exploring Tools and Development Platforms 43
- Chapter 4: Up and Running with Unity 3D 65
- Chapter 5: Creating a First Custom Component 97
- Chapter 6: Refreshing C# Concepts with Unity 111
- Chapter 7: Trying Out a First 3D Mobile App Development 145
- Chapter 8: Building Marker-based AR Apps with Vuforia 163
- Chapter 9: Developing Marker-based Dynamic AR Apps 193
- Chapter 10: Marker-less AR Apps with ARKit and ARCore 239
- Chapter 11: World-Scale AR App with Niantic Lightship 271
- Chapter 12: Best Practices in Augmented Reality Application Design 301
- Chapter 13: AR App Performance Optimization 321
- Appendix: Answer Key for Chapter Questions 339
- Index 343
Chapters in this book
- Frontmatter i
- Contents vii
- Preface xvii
- Acknowledgments xxi
- Chapter 1: Getting Started with Augmented Reality 1
- Chapter 2: Visualizing the AR Environment and Components 23
- Chapter 3: Exploring Tools and Development Platforms 43
- Chapter 4: Up and Running with Unity 3D 65
- Chapter 5: Creating a First Custom Component 97
- Chapter 6: Refreshing C# Concepts with Unity 111
- Chapter 7: Trying Out a First 3D Mobile App Development 145
- Chapter 8: Building Marker-based AR Apps with Vuforia 163
- Chapter 9: Developing Marker-based Dynamic AR Apps 193
- Chapter 10: Marker-less AR Apps with ARKit and ARCore 239
- Chapter 11: World-Scale AR App with Niantic Lightship 271
- Chapter 12: Best Practices in Augmented Reality Application Design 301
- Chapter 13: AR App Performance Optimization 321
- Appendix: Answer Key for Chapter Questions 339
- Index 343