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Course Outline

Introduction & Current State of ARToolKit

  • History and evolution to artoolkitX, open-source maintenance
  • 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
  • Configuring Unity or OpenSceneGraph integration
  • Setting 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 over live camera feeds
  • Basics of lighting, occlusion, and shaders for realistic rendering
  • Performance considerations on mobile: optimizing frame rates and memory usage

Sensor Integration & External Inputs

  • Using GPS and compass data to orient AR content relative to the real world
  • Accessing camera properties, recognizing focal length, and performing 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
  • Leveraging OpenSceneGraph for advanced rendering or GPU-based 3D content

Troubleshooting, Performance & Deployment

  • Common issues: lighting problems, marker detection failures, and delays
  • Mobile optimization: texture sizes, multi-threading, and memory management
  • Packaging for Android / iOS, testing on physical 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

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