Visual marker based augmented reality presented at WISS (workshop on interactive systems and software) in 1996. This eventually became PlayStation 3 "The Eye of Judgment"
The document discusses using facial tracking with AI and WebXR to create a pseudo-3D representation. It provides steps to download sample files and setup, then explains using MediaPipe and TensorFlow to implement real-time facial recognition and link the camera position to the detected face position, creating a sense of 3D. Code snippets are included to initialize the model, start face tracking each frame, and display the 3D scene and camera video feed.
94. 和
using UnityEngine;
using GoogleARCore;
public class AnchorScript : MonoBehaviour {
public GameObject andy;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update () {
Touch touch;
if (Input.touchCount < 1 ||
(touch = Input.GetTouch(0)).phase != TouchPhase.Began)
{
return;
}
クラス兆をAnchorScriptに筝
127. これから弖紗する坪否(古勣)
public class AnchorScript : MonoBehaviour {
// Use this for initialization
void Start()
{
}
public void HostAnchor()
{
}
public void ResolveAnchor()
{
}
void Update () {
//ボタンと鮫中どちらをタップしたのかをJR
//鮫中をタップしたらAndyを鬉垢3肝圷了崔に塘崔
//恷仟のAnchorをえておく
}
}
h廠秤鵑
クラウドに隠贋
CloudAnchorで
了崔栽わせ
128. 鮫中タップとボタンタップの曝e
using UnityEngine.EventSystems;
public class AnchorScript : MonoBehaviour {
/*Start,HostAnchor,ResolveAnchorはスペ`スの脅栽貧福待*/
void Update () {
if (EventSystem.current.IsPointerOverGameObject
(Input.GetTouch(0).fingerId))
{
return;
}
Touch touch;
if (Input.touchCount < 1 ||
(touch = Input.GetTouch(0)).phase != TouchPhase.Began)
{
return;
}
//タッチした恙砲Andyを卞咫鵑JRした峠中
TrackableHit hit;
TrackableHitFlags filter = TrackableHitFlags.PlaneWithinPolygon;
/*參和福待*/
129. 恷仟のAnchorをh
Anchor currentAnchor = null;
void Update () {
/*余嶄福待*/
if (Frame.Raycast(touch.position.x, touch.position.y, filter, out hit))
{
if ((hit.Trackable is DetectedPlane) &&
Vector3.Dot(Camera.main.transform.position C
hit.Pose.position,hit.Pose.rotation * Vector3.up) > 0)
{
//Andyの了崔?徊櫃鰆原
andy.transform.position = hit.Pose.position;
andy.transform.rotation = hit.Pose.rotation;
andy.transform.Rotate(0, 180, 0, Space.Self);
//AnchorをO協
var anchor = hit.Trackable.CreateAnchor(hit.Pose);
andy.transform.parent = anchor.transform;
currentAnchor = anchor;
}
}
}
130. 恷仟のAnchorをクラウドに隠贋
using GoogleARCore;
using UnityEngine.EventSystems;
using GoogleARCore.CrossPlatform;
using UnityEngine.UI;
public class AnchorScript : MonoBehaviour {
public GameObject andy;
Anchor currentAnchor = null;
public Text txt; //隠贋や了崔栽わせのステ`タス燕幣
bool connecting = false; //クラウドに俊A嶄or俳僅
void Start()
{
}
public void HostAnchor()
{
}
h廠秤鵑鬟ラウドに隠贋 (肝)