-
bug in resize + debug in context
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do the tweening + disapearance with timeout in threex-armarkersmoother.js
- this is a controls which read a armarkercontrols and output a new smoothed root
-
redo parameters-tuning.html
- all parameters exposed as button - stored as json in url
- to replace the demo.html in a-frame - which is super broken anyway
- 3 groups of parameters : source, context, controls. make it 3 group on screen too
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put armarkerhelper else where
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DONE do a threex.armarkershelper.js something which display info on the marker
- which pattern, etc...
- an axis too
- like you did in threex.arealearning.js
- if controls.parameters.helperEnabled: true, then the controls will add the helper automatically
-
do the initial tunning of camera resolution to have the same aspect as the screen resolution
- better precision for my cpu
- currently it is doing 640x480 by default
- as it is supposed to be fullscreen, get the screen resolution, instead of the window resolution
- thus no resize being late issue
-
put github as the default location
- warn the cdnjs guys
- read more about it
- how do they handle multiple versions ?
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about.me in ar - augmented.club - augmented.whoswho - augmented.cat - augmented.fans - ar.codes
- multiple link
- twitter, avatar, linkedin, facebook
- all stored in the url. so all the states is in the network
- avatar at the center, each link graviting around, with exploding entrance like in https://vimeo.com/6264709
- minimal: twitter avatar, username, twitter logo
- twitter logo model - https://sketchfab.com/models/60aedf8d974d481995e196225fb0bd2e
- logo in voxel ? https://sketchfab.com/models/8da01234347a4193b06f0b2f07113d40
- sketchfab logo - https://sketchfab.com/models/585ace7e32b44d93bb1cecb456488934
- gravatar from the email - http://en.gravatar.com/site/implement/hash/
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release ar.js
- start working in dev branch
- more frequent release.
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moving three.js/ at the root ?
- it seems more natural. But there is no emergency
- webvr and aframe in their own repository now that it is more stable ?
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for refraction, do some deforming mirror effect
- put dat.gui in it
- various shape which will act as mirrors
- cylinder with shrinked middle, dilated middle
- animated geometry ?
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see about an example of videoinwebgl + vreffect
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work on the stereo thing - make the webvr stuff
- suddently your demo would work on any webvr device
- does this work if i port video-in-webvr into aframe ? what if we go in webvr mode ?
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what to do with profile
- should it be the default ?
- at least on a-frame it should be the default because it is targeted at easy
- by default, the setting should be the most common one.
- aka the one of a phone
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"Augmented Reality in WebVR" as WebVR experiments... It has a nice twist that i like :) http://www.blog.google/products/google-vr/come-play-webvr-experiments/
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DONE fix the multimarker and the symlink - it prevents updating ar.js gh-pages
-
DONE add show/hide into arcode.html url
- thus the apps workflow is finished
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DONE do a build file threejs/build/ar.js threejs/build/ar.min.js
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DONE re-integrate dead reckoning
- rename motion prediction into deadreckoningcontrols - more precise
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DONE put THREEx.ArToolkitContext.baseURL = '../' in all demo
-
DONE add fish in pool hole-in-the-wall
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DONE put liquid marker as a single html
- or a directory, no need to be dirty
-
DONE liquid-table.html
- video texture + animation of sin
- center of finger click is the center of the wave
- it can be water wave
- it can be fluild real
- integrate physics from real finger
- it can be like the finger in matrix - https://www.youtube.com/watch?v=b2MSF35IxVE&feature=youtu.be&t=98
- http://mrdoob.com/lab/javascript/webgl/voxels_liquid/index.html
- GOAL: works well using only the positional tracking, not the stereo display
- thus it works well with all three.js examples
- handle resize - currently the canvas isnt using the css it should
- canvas is sent to the webvr with .requestPresent(layer)
- webvr polyfill to present in single screen - like smus/webvr-polyfill
- look at his tuning and do the same
- just do the call on the webvr-polyfill and see his framedata and all
- issue with the projection matrix being inverse in y and z
- LATER: make it work with a-frame
- do a threex-artoolkitprofile.js with various performance profile
- var arToolKitProfile = new THREEx.ARToolKitProfile(type)
- may be dynamic - for resolution - 'dynamic'
- type = 'phoneInHand' || 'desktop'
- thus the user can go a in profiler.html and try various profiles until he find the one he needs
- then we store that in a cookie, and other applications all use this profile
- cookie/localstorage makes it stored on the browser, need one profiler per domain tho
- but no database and no authentication needed
- DONE artoolkit-profile.html to store the profile in localstorage
- it allows you to select which profile you like
- it has a and store it in the storage - desktop-normal - phone-normal - phone-slow - dynamic in ctor, if there is a local storage use this TODO DONE fix projection camera which inversing y axis, and looking toward positive z this affect webvr polyfill in three.js demo currently the source image ratio is always in 640x480 :( the aspect of the webcam should depends on the screens it will improve the accuracy of the marker detection. trackable from further away Idea about performance - js profiling do it on canary. this is the most advanced tool for that POST: optimising AR.js with chromedevtools more than 70% of the time is used to copy the image in the HEAP .drawImage, .getImageData this.dataHeap.set( data ) is 43% of the total if i can send just a pointer on the data... i gain 43% in one shot performance remove copy to heap http://kapadia.github.io/emscripten/2013/09/13/emscripten-pointers-and-pointers.html this explains how to pass a pointer from a typearray to c++ this would avoid the dataHeap.set() - 43%