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FrameMarker ID Encoding Explained

April 17, 2013 - 6:46pm #1

Hello, I'm not quite understaning the binary ID encoding for FrameMarkers. The printout has 4 markers 0 through 3. How would I encode a marker with ID 4 and so on. Also, I compiled and ran the Unity FrameMarker Sample app and it works great, however I'm confused because I created a new scene, and I added 4 markers using the FrameMarker preFab, each named FrameMarker0, FrameMarker1, etc... They all have the same ID encoding as they all are using the same sample texture material. I then added the corresponding letters as children to each marker object as in the (ImageTarget Sample App).. When I run the app, the camera is tracking the target markers encoded 0,1,2,3 on the paper , how does the api know which object to render for each id if all the marker objects in the app use the same encoded ID? Is it using an array index of the gameobjects? Thanks Patrick

FrameMarker ID Encoding Explained

March 6, 2014 - 4:39am #9

You're welcome.

FrameMarker ID Encoding Explained

March 6, 2014 - 1:13am #8
AlessandroB wrote:

Hi, if you look in the assets folder under your vuforia SDK installation directory (not to be confused with the assets folder under the sample project), you can find a ZIP file containing all the Frame Markers borders as PNG files. You can extract the ZIP and use those files to build your frame marker for each ID that you need.

 

 
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FrameMarker ID Encoding Explained

April 22, 2013 - 7:52am #7

you're welcome

FrameMarker ID Encoding Explained

April 22, 2013 - 7:48am #6

Got it. Thanks

FrameMarker ID Encoding Explained

April 22, 2013 - 7:32am #5

Note: in Unity, you can find the same framemarkers package under your project directory, see in:

\Assets\Editor\QCAR\FrameMarkerTextures

there you'll find a file called frame-markers-transparent.zip

 

FrameMarker ID Encoding Explained

April 22, 2013 - 7:29am #4

Hi, if you look in the assets folder under your vuforia SDK installation directory (not to be confused with the assets folder under the sample project), you can find a ZIP file containing all the Frame Markers borders as PNG files. You can extract the ZIP and use those files to build your frame marker for each ID that you need.

 

FrameMarker ID Encoding Explained

April 22, 2013 - 7:21am #3

Yes that makes sense. I did not see the inspector variable for Marker ID.

So if I wanted to add another marker with ID 5, how would I create a fifth marker target for printout encoded as 5. On the printout it uses the white/black inner border for the binary encodong right? Is each side a byte?, and each white/black square a bit?

Or does it use the Marker ID value printed on the printed target?

 

Thanks again

Patrick

FrameMarker ID Encoding Explained

April 17, 2013 - 11:38pm #2

Hi,

if you take a closer look at the FrameMarker sample, if you click on each of the FrameMarker objects (i.e. FrameMarker0, FrameMarker1, FrameMarker2,....), you will see that the "Marker ID" attribute is set to a different value for each marker (i.e. "0" for FrameMarker0, "1" for FrameMarker1, ....)

The Marker ID is the attribute that allows Vuforia to distinguish the markers; the Marker ID is actually reflected in the border encoding of the printed markers, as you correctly noticed.

The fact that the marker Textures in the Unity Editor all look the same does not mean anything, that's just a sort of "preview" texture for the Unity editor;

however, if you print the actual markers that are located in the directory "Assets/Editor/QCAR/ForPrint" (see the PDF files), you will see that the 4 markers are all different (the borders are encoded differently) and they actually correspond to the 4 Marker IDs that you have in the sample (0,1, 2, 3)

 

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