Log in or register to post comments

Virtual objects in real space. Issue of scale or is it the projection matrix?

May 22, 2012 - 12:33pm #4

I'm working on an AR zombie shooter where we superimpose zombies into the real world -- it's important that it looks like the zombies are actually in the environment.

I think we're pretty close, and it looks spot on in some situations, but it's not consistent across all depths. A zombie might look correct scale 10ft away, but look too small when 25ft away. I generally test with an iPhone4S.

Is this even a scale issue at all? Shouldn't scale all be relative? Is it an issue with the projection matrix? Any tips or ideas?

Re: Virtual objects in real space. Issue of scale or is it the

May 22, 2012 - 1:04pm #3

Does your zombie's scale unit correspond w/ the target's scale unit?

Re: Virtual objects in real space. Issue of scale or is it the

May 22, 2012 - 1:39pm #2
DavidBeard wrote:

Does your zombie's scale unit correspond w/ the target's scale unit?

I've just been setting marker widths to 1 when setting them up on QC's site. The zombies themselves don't use markers -- that screenshot is marker-free and I didn't expect markers to have anything to do with it. Does marker width have an effect on the projection matrix?

Re: Virtual objects in real space. Issue of scale or is it the

May 22, 2012 - 4:28pm #1

The target (a.k.a. Trackable ) dimension isn't going to affect your projection matrix. What you're seeing may relate to the pose estimation, which concerns the modelview matrix. As a rule of thumb, objects that are farther from the center of your target will be positioned less precisely.

Have you tried measuring the distance to your zombies to confirm that they are where you expect them to be? (e.g. via ray casting ).

And how large is the physical target that you're using? - how is it used in the game?

Log in or register to post comments