Archive for the ‘3D’ Category

Next games generation could include Augmented Reality

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      In fact, there are video games that already include augmented reality but, generally they are mainly oriented to children . For example we can take a look to the “Eye Pet” developed by Sony, where children can have a “virtual” pet and play with it using only a card that works as target.

       But actually, we want to talk about action games, or sports games, where the introduction of Augmented Reality could lead to new and engaging experiences for gamers. It is not strange to think that the spreading of the Augmented Reality technology will also reach the game industry, due to its wide range of possibilities. Using next coming generations of AR systems, we will be able to map our room, or the environment where we are, and display a huge set of Augmented objects which will give us a more immersive game experience. Apart of improving the direct user´s interaction with the elements of the game by adding new augmented objects that the user is able to play with, AR may enhance the cooperation and the experience of multiplayer games by geolocating elements where the action takes place.

        In order to get this idea, please imagine an action game like the well known “counter strike”, where several users belong to a team and have to kill another game players. Now image that, instead of staying at home, in front of the computer, each player plays outside, and has a device with an AR system integrated that is able to track where each of these players is and show the location of all the players on their devices’ screens. Wouldn´t it be exciting?

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Making 2D components in the 3D World using the ARLab 3D Render

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      One of our key products is the 3D Rendering SDK. With that library we can make a lot of different stuff. The goal of this entry is just talking about making 2D components in the 3D world, such as a loading or a simple animation that will be layered on the screen. Imagine that we have a plane in which we can set up a texture, if we set up the texture several times, we will have the appearance of having a loading or an animation. And if we are able to set up these textures several times, up to 24 frames per second, we will have even a video textured on the screen.

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Quaternion. The magic of the 3-Dimensional space.

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Once you enter into the amazing 3-Dimensional space you notice that there are several concepts to use if you want to apply transformations over your 3D models. We are talking about rotations, translations and scaling. We can rotate a in the 3D space using: Euler angles, rotation Matrices and quaternions.

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3D Softwares – Which one is better to start with?

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When we want to create 3D content for augmented reality or for any other purposes, we need, of course, a 3D creation software. There are plenty of options, and some of them are thought for being combined with other ones, so in this post I’ll talk a little about some of the main 3D softwares so you can decide which one fits your needs better or it’s more accessible to you.

First things first… if you’re new to 3D, nottice that you’re going to find yourself overwhelmed by the interface and the big ammount of options, but this doesn’t depend too much on the software you pick, they’re all similar: different interfaces, different workflows or philosophies, but similar options and features. It’s just that 3D is a really big world, and you just need to take sometime to get used to the new options that you have in your hands.

So let’s mention the most used 3D softwares: 3Ds Max, Maya, SoftImage, Modo, LightWave, Blender. There are a lot more, but these are the most powerful and popular ones, so we’ll focus on them.

Logos of the main 3D Softwares

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AUGMENTED REALITY AND 3D

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Augmented reality wouldn’t be the same without an extensive use of 3D. After all, if we’re tracking an image to see something virtual on top of it, we need a 3D model that can be displayed in that virtual 3D world that exists over the real one that we see through our device’s camera.

AR is based on providing information over a real image that we get from a camera. But the interesting point is what we show, and how we show it. We want AR to be an inmersive experience, and as as we live in a tridimensional world, what can be more inmersive than showing 3D information over it?

Of course, hardware is a limit for this task. Realistic and complex 3D requires computing power. A lot of desktop computers today are able to play the latest generation videogames, which use very realistic graphics including realtime shadows, depth of field, millions of polygons, visual effects, distortions… but if we take one element of that games and put it over a real world image, we can see that it’s not so realistic at all!! (The reason is the context, as we’re seeing that object between a whole world of objects represented in the same way, it gives us a realistic experience, but when we change the context of that object to the real world, it loses that realism)

Note that we’re talking about realtime 3D graphics. In movies we’re used to see even realistic characters that perfectly fit into the real world, but that images are not realtime, a long rendering process and then manual tweaking by artists has been done to make it fit in that given scene of the movie that won’t change anymore. But realtime graphics (like in videogames) are another story. Everything must be calculated now, as it’s interactive and it depends on our actions, that’s why it requires some graphic power to represent realtime 3D.

Evolution of movile devices graphics quality during last years

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