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Can you achieve EXACT alignment with a UDT?

Hey guys.

I'm working on a project that is based on the UDT sample (Android Studio) and requires good alignment between Real World and OpenGL coordinates. To demonstrate my problem I created an app that basically works like this. You click on a button that creates the User Defined Target and also captures a Bitmap of the screen which then applies as a Texture on a plane. The image is 1280x720 (the plane is the same size) and when I create the target I use the same size: targetBuilder.build(name, 1280.0f));. So technically I should have EXACT alignment between my OpenGL x-y vertices and the real world, but the result I get is as shown in the attached pictures, which is pretty good, but not exact. 

Is there a way to have better results and achieve almost perfect alignment?

Thanks for your time ;)

 

 

Hello,

Considering your question, I can think of a couple of challenges that may be difficult to overcome to achieve an exact alignment:

Hey,

Planar targets you mean normal targets printed on a sheet of paper right? :P Yes I'm using targets like the one with the car on the screenshots. 

medabit

Thu, 07/07/2016 - 20:42

In reply to by TheoP

Hello,

Just a quick clarification. UDT targets are planar by definition. What I was referring to were targets that were uploaded to Vuforia's Target Manager, packaged into a device database (cloud would work too), and integrated with your app.

Thanks and good luck.

Oh now I see. Yes sadly I can't pre-process the target I'm using in my app. So I guess I cannot remove the error caused by camera-target not being parallel. Thanks for the help though :)