Must-Have Tool for Anonymous Virtual Livestreams - Huawei Developers

Influencers have become increasingly important, as more and more consumers choose to purchase items online – whether on Amazon, Taobao, or one of the many other prominent e-commerce platforms. Brands and merchants have spent a lot of money finding influencers to promote their products through live streams and consumer interactions, and many purchases are made on the recommendation of a trusted influencer.
However, employing a public-facing influencer can be costly and risky. Many brands and merchants have opted instead to host live streams with their own virtual characters. This gives them more freedom to showcase their products, and widens the pool of potential on camera talent. For consumers, virtual characters can add fun and whimsy to the shopping experience.
E-commerce platforms have begun to accommodate the preference for anonymous livestreaming, by offering a range of important capabilities, such as those that allow for automatic identification, skeleton point-based motion tracking in real time (as shown in the gif), facial expression and gesture identification, copying of traits to virtual characters, a range of virtual character models for users to choose from, and natural real-world interactions.
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Building these capabilities comes with its share of challenges. For example, after finally building a model that is able to translate the person's every gesture, expression, and movement into real-time parameters and then applying them to the virtual character, you can find out that the virtual character can't be blocked by real bodies during the livestream, which gives it a fake, ghost-like form. This is a problem I encountered when I developed my own e-commerce app, and it occurred because I did not occlude the bodies that appeared behind and in front of the virtual character. Fortunately I was able to find an SDK that helped me solve this problem — HMS Core AR Engine.
This toolkit provides a range of capabilities that make it easy to incorporate AR-powered features into apps. From hit testing and movement tracking, to environment mesh, and image tracking, it's got just about everything you need. The human body occlusion capability was exactly what I needed at the time.
Now I'll show you how I integrated this toolkit into my app, and how helpful it's been for.
First I registered for an account on the HUAWEI Developers website, downloaded the AR Engine SDK, and followed the step-by-step development guide to integrate the SDK. The integration process was quite simple and did not take too long. Once the integration was successful, I ran the demo on a test phone, and was amazed to see how well it worked. During livestreams my app was able to recognize and track the areas where I was located within the image, with an accuracy of up to 90%, and provided depth-related information about the area. Better yet, it was able to identify and track the profile of up to two people, and output the occlusion information and skeleton points corresponding to the body profiles in real time. With this capability, I was able to implement a lot of engaging features, for example, changing backgrounds, hiding virtual characters behind real people, and even a feature that allows the audience to interact with the virtual character through special effects. All of these features have made my app more immersive and interactive, which makes it more attractive to potential shoppers.
Demo​As shown in the gif below, the person blocks the virtual panda when walking in front of it.
How to Develop​Preparations​Registering as a developer​Before getting started, you will need to register as a Huawei developer and complete identity verification on HUAWEI Developers. You can click here to find out the detailed registration and identity verification procedure.
Creating an app​Create a project and create an app under the project. Pay attention to the following parameter settings:
Platform: Select Android.
Device: Select Mobile phone.
App category: Select App or Game.
Integrating the AR Engine SDK​Before development, integrate the AR Engine SDK via the Maven repository into your development environment.
Configuring the Maven repository address for the AR Engine SDK​The procedure for configuring the Maven repository address in Android Studio is different for Gradle plugin earlier than 7.0, Gradle plugin 7.0, and Gradle plugin 7.1 or later. You need to configure it according to the specific Gradle plugin version.
Adding build dependencies​Open the build.gradle file in the app directory of your project.
Add a build dependency in the dependencies block.
Code:
dependencies {
implementation 'com.huawei.hms:arenginesdk:{version}'
}
Open the modified build.gradle file again. You will find a Sync Now link in the upper right corner of the page. Click Sync Now and wait until synchronization is complete.
Developing Your App​Checking the Availability​Check whether AR Engine has been installed on the current device. If so, the app can run properly. If not, the app prompts the user to install AR Engine, for example, by redirecting the user to AppGallery. The code is as follows:
Code:
boolean isInstallArEngineApk = AREnginesApk.isAREngineApkReady(this);
if (!isInstallArEngineApk) {
// ConnectAppMarketActivity.class is the activity for redirecting users to AppGallery.
startActivity(new Intent(this, com.huawei.arengine.demos.common.ConnectAppMarketActivity.class));
isRemindInstall = true;
}
Create a BodyActivity object to display body bones and output human body features, for AR Engine to recognize human body.
Code:
Public class BodyActivity extends BaseActivity{
Private BodyRendererManager mBodyRendererManager;
Protected void onCreate(){
// Initialize surfaceView.
mSurfaceView = findViewById();
// Context for keeping the OpenGL ES running.
mSurfaceView.setPreserveEGLContextOnPause(true);
// Set the OpenGL ES version.
mSurfaceView.setEGLContextClientVersion(2);
// Set the EGL configuration chooser, including for the number of bits of the color buffer and the number of depth bits.
mSurfaceView.setEGLConfigChooser(……);
mBodyRendererManager = new BodyRendererManager(this);
mSurfaceView.setRenderer(mBodyRendererManager);
mSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
Protected void onResume(){
// Initialize ARSession to manage the entire running status of AR Engine.
If(mArSession == null){
mArSession = new ARSession(this.getApplicationContext());
mArConfigBase = new ARBodyTrackingConfig(mArSession);
mArConfigBase.setEnableItem(ARConfigBase.ENABLE_DEPTH | ARConfigBase.ENABLE_MASK);
mArConfigBase.setFocusMode(ARConfigBase.FocusMode.AUTO_FOCUS
mArSession.configure(mArConfigBase);
}
// Pass the required parameters to setBodyMask.
mBodyRendererManager.setBodyMask(((mArConfigBase.getEnableItem() & ARConfigBase.ENABLE_MASK) != 0) && mIsBodyMaskEnable);
sessionResume(mBodyRendererManager);
}
}
Create a BodyRendererManager object to render the personal data obtained by AR Engine.
Code:
Public class BodyRendererManager extends BaseRendererManager{
Public void drawFrame(){
// Obtain the set of all traceable objects of the specified type.
Collection<ARBody> bodies = mSession.getAllTrackables(ARBody.class);
for (ARBody body : bodies) {
if (body.getTrackingState() != ARTrackable.TrackingState.TRACKING){
continue;
}
mBody = body;
hasBodyTracking = true;
}
// Update the body recognition information displayed on the screen.
StringBuilder sb = new StringBuilder();
updateMessageData(sb, mBody);
Size textureSize = mSession.getCameraConfig().getTextureDimensions();
if (mIsWithMaskData && hasBodyTracking && mBackgroundDisplay instanceof BodyMaskDisplay) {
((BodyMaskDisplay) mBackgroundDisplay).onDrawFrame(mArFrame, mBody.getMaskConfidence(),
textureSize.getWidth(), textureSize.getHeight());
}
// Display the updated body information on the screen.
mTextDisplay.onDrawFrame(sb.toString());
for (BodyRelatedDisplay bodyRelatedDisplay : mBodyRelatedDisplays) {
bodyRelatedDisplay.onDrawFrame(bodies, mProjectionMatrix);
} catch (ArDemoRuntimeException e) {
LogUtil.error(TAG, "Exception on the ArDemoRuntimeException!");
} catch (ARFatalException | IllegalArgumentException | ARDeadlineExceededException |
ARUnavailableServiceApkTooOldException t) {
Log(…);
}
}
// Update gesture-related data for display.
Private void updateMessageData(){
if (body == null) {
return;
}
float fpsResult = doFpsCalculate();
sb.append("FPS=").append(fpsResult).append(System.lineSeparator());
int bodyAction = body.getBodyAction();
sb.append("bodyAction=").append(bodyAction).append(System.lineSeparator());
}
}
Customize the camera preview class, which is used to implement human body drawing based on certain confidence.
Code:
Public class BodyMaskDisplay implements BaseBackGroundDisplay{}
Obtain skeleton data and pass the data to the OpenGL ES, which renders the data and displays it on the screen.
Code:
public class BodySkeletonDisplay implements BodyRelatedDisplay {
Obtain skeleton point connection data and pass it to OpenGL ES for rendering the data and display it on the screen.
Code:
public class BodySkeletonLineDisplay implements BodyRelatedDisplay {}
Conclusion​True-to-life AR live-streaming is now an essential feature in e-commerce apps, but developing this capability from scratch can be costly and time-consuming. AR Engine SDK is the best and most convenient SDK I've encountered, and it's done wonders for my app, by recognizing individuals within images with accuracy as high as 90%, and providing the detailed information required to support immersive, real-world interactions. Try it out on your own app to add powerful and interactive features that will have your users clamoring to shop more!
References​AR Engine Development Guide
Sample Code
API Reference

Related

How to use HUAWEI ML Kit service to quickly develop a photo translation app

Photo translation app is quite useful when traveling abroad and this article will help the developers build this app in short time. We use HUAWEI ML kit help to build this app and this will largely accelerate the whole development process.
Introduction
There must be a lot of friends who like to travel. Sometimes it's better to go abroad for a tour. Before the tour, we will make all kinds of strategies for eating, wearing, living, traveling and playing routes.
Imaginary tourism:
Before departure, the imagined tourist destination may have beautiful buildings:
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Delicious food
Beautiful women
Carefree life
Actual tourism:
But in reality, if you go to a place where the language is different from ur mother tongue, you may encounter the following problems:
A confusing map
Unreadable menu
Street sign
That's too hard to travel abroad without any translation tool !!!
Photo translator will help you
With text recognition and translation services, none of the above is a problem. There are only two steps to complete the development of photo translation small application:
Text recognition
First take a photo and then send the image to Huawei HMS ml kit text recognition service for text recognition
Huawei's text recognition service provides offline SDK (end side) and cloud side at the same time. The end side is free and can be detected in real time, and the cloud side recognition type and accuracy are higher. In this actual battle, we use the capabilities provided by cloud side.
Photo translation app development
1 Development preparation
Due to the use of cloud services, it is necessary to register the developer account with Huawei's developer alliance and open these services in the cloud. Here we will not go into details, just follow the operation steps of the official appgallery connect configuration and service opening:
Registered developer, open service reference please go to:
https://developer.huawei.com/consumer/en/doc/development/HMS-Guides/ml-enable-service
1.1 add Maven in project level gradle
Open the Android studio project level build.gradle file.
Add the maven address
Code:
buildscript {
repositories {
maven {url 'http://developer.huawei.com/repo/'}
} }allprojects {
repositories {
maven { url 'http://developer.huawei.com/repo/'}
}}
1.2 add SDK dependency in application level build.gradle
Integrated SDK. (Due to the use of cloud-side capabilities, only SDK basic packages can be introduced)
Code:
dependencies{
implementation 'com.huawei.hms:ml-computer-vision:1.0.2.300'
implementation 'com.huawei.hms:ml-computer-translate:1.0.2.300'}
1.3 apply for camera and storage permission in Android manifest.xml file
Code:
<uses-permission android:name="android.permission.CAMERA" /><uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" /><uses-feature android:name="android.hardware.camera" /><uses-feature android:name="android.hardware.camera.autofocus" />
Two key steps of code development
2.1 dynamic authority application
Code:
private static final int CAMERA_PERMISSION_CODE = 1; @Override
public void onCreate(Bundle savedInstanceState) {
// Checking camera permission
if (!allPermissionsGranted()) {
getRuntimePermissions();
}}
2.2 create a cloud text analyzer. You can create a text analyzer from the text detection configurator "mlremotetextsetting".
Code:
MLRemoteTextSetting setting = (new MLRemoteTextSetting.Factory()).
setTextDensityScene(MLRemoteTextSetting.OCR_LOOSE_SCENE).create();this.textAnalyzer = MLAnalyzerFactory.getInstance().getRemoteTextAnalyzer(setting);
2.3 create "mlframe" object through android.graphics.bitmap for analyzer to detect pictures.
Code:
MLFrame mlFrame = new MLFrame.Creator().setBitmap(this.originBitmap).create();
2.4 call "asyncanalyseframe" method for text detection.
Code:
Task<MLText> task = this.textAnalyzer.asyncAnalyseFrame(mlFrame);
task.addOnSuccessListener(new OnSuccessListener<MLText>() {
@Override public void onSuccess(MLText mlText) {
// Transacting logic for segment success.
if (mlText != null) {
RemoteTranslateActivity.this.remoteDetectSuccess(mlText);
} else {
RemoteTranslateActivity.this.displayFailure();
}
}
}).addOnFailureListener(new OnFailureListener() {
@Override public void onFailure(Exception e) {
// Transacting logic for segment failure.
RemoteTranslateActivity.this.displayFailure();
return;
}
});
2.5 create a text translator. You can create a translator through class "mlremotetranslatesetting".
Code:
MLRemoteTranslateSetting.Factory factory = new MLRemoteTranslateSetting
.Factory()
// Set the target language code. The ISO 639-1 standard is used.
.setTargetLangCode(this.dstLanguage);
if (!this.srcLanguage.equals("AUTO")) {
// Set the source language code. The ISO 639-1 standard is used.
factory.setSourceLangCode(this.srcLanguage);
}
this.translator = MLTranslatorFactory.getInstance().getRemoteTranslator(factory.create());
2.6 call "asyncanalyseframe" method to translate the content obtained by text recognition.
Code:
final Task<String> task = translator.asyncTranslate(this.sourceText);
task.addOnSuccessListener(new OnSuccessListener<String>() {
@Override public void onSuccess(String text) {
if (text != null) {
RemoteTranslateActivity.this.remoteDisplaySuccess(text);
} else {
RemoteTranslateActivity.this.displayFailure();
}
}
}).addOnFailureListener(new OnFailureListener() {
@Override public void onFailure(Exception e) {
RemoteTranslateActivity.this.displayFailure();
}
});
2.7 release resources after translation.
Code:
if (this.textAnalyzer != null) {
try {
this.textAnalyzer.close();
} catch (IOException e) {
SmartLog.e(RemoteTranslateActivity.TAG, "Stop analyzer failed: " + e.getMessage());
}
}
if (this.translator != null) {
this.translator.stop();
}
3 source code
The demo source code has been uploaded to GitHub(the project directory is: Photo translate). You can do scene based optimization for reference.
https://github.com/HMS-MLKit/HUAWEI-HMS-MLKit-Sample
4 demo
5 Brainstorming
The app development demonstrats how to use the two cloud side capabilities of Huawei HMS ml kit, text recognition and translation. Huawei's text recognition and translation can also help developers to do many other interesting and powerful functions, such as:
[general text recognition]
1. text recognition of bus license plate
2. Text recognition in document reading
[card recognition]
1. The card number of the bank card can be identified through text recognition, which is used in the scenarios such as bank card binding, etc
2. Of course, in addition to identifying bank cards, you can also identify various card numbers in your life, such as membership cards and preferential cards
3. In addition, it can also realize the identification of ID card, Hong Kong and Macao pass and other certificate numbers
[translation]
1. Signpost and signboard translation
2. Document translation
3. Web page translation, such as identifying the language type of the comment area of the website and translating it into the language of the corresponding country;
4. Introduction and translation of overseas products
5. Translation of restaurant order menu
FOR MORE REFERENCE PLZ CLICK:
https://developer.huawei.com/consumer/en/doc/development/HMS-Guides/ml-introduction-4
Reply to rikkirose
rikkirose said:
Thanks for the guide. I'm not sure that this application is suitable for high-quality translation of documents, as machine translators do this poorly, but otherwise it looks very simple and convenient.
Click to expand...
Click to collapse
Hi,rikkirose,document translation is not yet supported, and it is expected to be supported in August this year. Currently,High-quality translation, the key areas of optimization are news, travel, technology, and social. If it is not within those scopes, and if you really want to try it, you can provide us sample, we can do verification and quality improvement for you.
Please feel free to email and transfer the sample and detail requirement to this email:[email protected]
Hi,
Nice Post. Can we use Huawei ML Kit to translate our communication to other languages. It will help tourists to communicate. Is it possible.???
Very interesting, thanks

Build an Emoji Making App Effortlessly

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Emojis are a must-have tool in today's online communications as they help add color to text-based chatting and allow users to better express the emotions behind their words. Since the number of preset emojis is always limited, many apps now allow users to create their own custom emojis to keep things fresh and exciting.
For example, in a social media app, users who do not want to show their faces when making video calls can use an animated character to protect their privacy, with their facial expressions applied to the character; in a live streaming or e-commerce app, virtual streamers with realistic facial expressions are much more likely to attract watchers; in a video or photo shooting app, users can control the facial expressions of an animated character when taking a selfie, and then share the selfie via social media; and in an educational app for kids, a cute animated character with detailed facial expressions will make online classes much more fun and engaging for students.
I myself am developing such a messaging app. When chatting with friends and wanting to express themselves in ways other than words, users of my app can take a photo to create an emoji of themselves, or of an animated character they have selected. The app will then identify users' facial expressions, and apply their facial expressions to the emoji. In this way, users are able to create an endless amount of unique emojis. During the development of my app, I used the capabilities provided by HMS Core AR Engine to track users' facial expressions and convert the facial expressions into parameters, which greatly reduced the development workload. Now I will show you how I managed to do this.
Implementation​AR Engine provides apps with the ability to track and recognize facial expressions in real time, which can then be converted into facial expression parameters and used to accurately control the facial expressions of virtual characters.
Currently, AR Engine provides 64 facial expressions, including eyelid, eyebrow, eyeball, mouth, and tongue movements. It supports 21 eye-related movements, including eyeball movement and opening and closing the eyes; 28 mouth movements, including opening the mouth, puckering, pulling, or licking the lips, and moving the tongue; as well as 5 eyebrow movements, including raising or lowering the eyebrows.
Demo​Facial expression based emoji
Development Procedure​Requirements on the Development Environment​JDK: 1.8.211 or later
Android Studio: 3.0 or later
minSdkVersion: 26 or later
targetSdkVersion: 29 (recommended)
compileSdkVersion: 29 (recommended)
Gradle version: 6.1.1 or later (recommended)
Make sure that you have downloaded the AR Engine APK from AppGallery and installed it on the device.
Test device: see Software and Hardware Requirements of AR Engine Features
If you need to use multiple HMS Core kits, use the latest versions required for these kits.
Preparations​1. Before getting started, you will need to register as a Huawei developer and complete identity verification on HUAWEI Developers. You can click here to find out the detailed registration and identity verification procedure.
2. Before development, integrate the AR Engine SDK via the Maven repository into your development environment.
3. The procedure for configuring the Maven repository address in Android Studio varies for Gradle plugin earlier than 7.0, Gradle plugin 7.0, and Gradle plugin 7.1 or later. You need to configure it according to the specific Gradle plugin version.
4. Take Gradle plugin 7.0 as an example:
Open the project-level build.gradle file in your Android Studio project and configure the Maven repository address.
Go to buildscript > repositories and configure the Maven repository address for the SDK.
Code:
buildscript {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
Open the project-level settings.gradle file and configure the Maven repository address for the HMS Core SDK.
Code:
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
}
5. Add the following build dependency in the dependencies block.
Code:
dependencies {
implementation 'com.huawei.hms:arenginesdk:{version}
}
App Development​1. Check whether AR Engine has been installed on the current device. If yes, your app can run properly. If not, you need to prompt the user to install it, for example, by redirecting the user to AppGallery. The sample code is as follows:
Code:
boolean isInstallArEngineApk =AREnginesApk.isAREngineApkReady(this);
if (!isInstallArEngineApk) {
// ConnectAppMarketActivity.class is the activity for redirecting users to AppGallery.
startActivity(new Intent(this, com.huawei.arengine.demos.common.ConnectAppMarketActivity.class));
isRemindInstall = true;
}
2. Create an AR scene. AR Engine supports five scenes, including motion tracking (ARWorldTrackingConfig), face tracking (ARFaceTrackingConfig), hand recognition (ARHandTrackingConfig), human body tracking (ARBodyTrackingConfig), and image recognition(ARImageTrackingConfig).
The following takes creating a face tracking scene by calling ARFaceTrackingConfig as an example.
Code:
// Create an ARSession object.
mArSession = new ARSession(this);
// Select a specific Config to initialize the ARSession object based on the application scenario.
ARFaceTrackingConfig config = new ARFaceTrackingConfig(mArSession);
Set scene parameters using the config.setXXX method.
Code:
// Set the camera opening mode, which can be external or internal. The external mode can only be used in ARFace. Therefore, you are advised to use the internal mode.
mArConfig.setImageInputMode(ARConfigBase.ImageInputMode.EXTERNAL_INPUT_ALL);
3. Set the AR scene parameters for face tracking and start face tracking.
Code:
mArSession.configure(mArConfig);
mArSession.resume();
4. Initialize the FaceGeometryDisplay class to obtain the facial geometric data and render the data on the screen.
Code:
public class FaceGeometryDisplay {
// Initialize the OpenGL ES rendering related to face geometry, including creating the shader program.
void init(Context context) {...
}
}
5. Initialize the onDrawFrame method in the FaceGeometryDisplay class, and call face.getFaceGeometry() to obtain the face mesh.
Code:
public void onDrawFrame(ARCamera camera, ARFace face) {
ARFaceGeometry faceGeometry = face.getFaceGeometry();
updateFaceGeometryData(faceGeometry);
updateModelViewProjectionData(camera, face);
drawFaceGeometry();
faceGeometry.release();
}
6. Initialize updateFaceGeometryData() in the FaceGeometryDisplay class.
Pass the face mesh data for configuration and set facial expression parameters using OpenGl ES.
Code:
private void updateFaceGeometryData (ARFaceGeometry faceGeometry) {
FloatBuffer faceVertices = faceGeometry.getVertices();
FloatBuffer textureCoordinates =faceGeometry.getTextureCoordinates();
// Obtain an array consisting of face mesh texture coordinates, which is used together with the vertex data returned by getVertices() during rendering.
}
7. Initialize the FaceRenderManager class to manage facial data rendering.
Code:
public class FaceRenderManager implements GLSurfaceView.Renderer {
public FaceRenderManager(Context context, Activity activity) {
mContext = context;
mActivity = activity;
}
// Set ARSession to obtain the latest data.
public void setArSession(ARSession arSession) {
if (arSession == null) {
LogUtil.error(TAG, "Set session error, arSession is null!");
return;
}
mArSession = arSession;
}
// Set ARConfigBase to obtain the configuration mode.
public void setArConfigBase(ARConfigBase arConfig) {
if (arConfig == null) {
LogUtil.error(TAG, "setArFaceTrackingConfig error, arConfig is null.");
return;
}
mArConfigBase = arConfig;
}
// Set the camera opening mode.
public void setOpenCameraOutsideFlag(boolean isOpenCameraOutsideFlag) {
isOpenCameraOutside = isOpenCameraOutsideFlag;
}
...
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mFaceGeometryDisplay.init(mContext);
}
}
8. Implement the face tracking effect by calling methods like setArSession and setArConfigBase of FaceRenderManager in FaceActivity.
Code:
public class FaceActivity extends BaseActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
mFaceRenderManager = new FaceRenderManager(this, this);
mFaceRenderManager.setDisplayRotationManage(mDisplayRotationManager);
mFaceRenderManager.setTextView(mTextView);
glSurfaceView.setRenderer(mFaceRenderManager);
glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
}
Conclusion​Emojis allow users to express their moods and excitement in a way words can't. Instead of providing users with a selection of the same old boring preset emojis that have been used a million times, you can now make your app more fun by allowing users to create emojis themselves! Users can easily create an emoji with their own smiles, simply by facing the camera, selecting an animated character they love, and smiling. With such an ability to customize emojis, users will be able to express their feelings in a more personalized and interesting manner. If you have any interest in developing such an app, AR Engine is a great choice for you. With accurate facial tracking capabilities, it is able to identify users' facial expressions in real time, convert the facial expressions into parameters, and then apply them to virtual characters. Integrating the capability can help you considerably streamline your app development process, leaving you with more time to focus on how to provide more interesting features to users and improve your app's user experience.
Reference​AR Engine Sample Code
Face Tracking Capability

Streamlining 3D Animation Creation via Rigging

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I dare say there are two types of people in this world: people who love Toy Story and people who have not watched it.
Well, this is just the opinion of a huge fan of the animation film. When I was a child, I always dreamed of having toys that could move and play with me, like my own Buzz Lightyear. Thanks to a fancy technique called rigging, I can now bring my toys to life, albeit I'm probably too old for them now.
What Is Rigging in 3D Animation and Why Do We Need It?​Put simply, rigging is a process whereby a skeleton is created for a 3D model to make it move. In other words, rigging creates a set of connected virtual bones that are used to control a 3D model.
It paves the way for animation because it enables a model to be deformed, making it moveable, which is the very reason that rigging is necessary for 3D animation.
What Is Auto Rigging​3D animation has been adopted by mobile apps in a number of fields (gaming, e-commerce, video, and more), to achieve more realistic animations than 2D.
However, this graphic technique has daunted many developers (like me) because rigging, one of its major prerequisites, is difficult and time-consuming for people who are unfamiliar with modeling. Specifically speaking, most high-performing rigging solutions have many requirements. An example of this is that the input model should be in a standard position, seven or eight key skeletal points should be added, as well as inverse kinematics which must be added to the bones, and more.
Luckily, there are solutions that can automatically complete rigging, such as the auto rigging solution from HMS Core 3D Modeling Kit.
This capability delivers a wholly automated rigging process, requiring just a biped humanoid model that is generated using images taken from a mobile phone camera. After the model is input, auto rigging uses AI algorithms for limb rigging and generates the model skeleton and skin weights (which determine the degree to which a bone can influence a part of the mesh). Then, the capability changes the orientation and position of the skeleton so that the model can perform a range of preset actions, like walking, running, and jumping. Besides, the rigged model can also be moved according to an action generated by using motion capture technology, or be imported into major 3D engines for animation.
Lower requirements do not compromise rigging accuracy. Auto rigging is built upon hundreds of thousands of 3D model rigging data records. Thanks to some fine-tuned data records, the capability delivers ideal algorithm accuracy and generalization.
I know that words alone are no proof, so check out the animated model I've created using the capability.
Movement is smooth, making the cute panda move almost like a real one. Now I'd like to show you how I created this model and how I integrated auto rigging into my demo app.
Integration Procedure​Preparations​Before moving on to the real integration work, make necessary preparations, which include:
Configure app information in AppGallery Connect.
Integrate the HMS Core SDK with the app project, which includes Maven repository address configuration.
Configure obfuscation scripts.
Declare necessary permissions.
Capability Integration​1. Set an access token or API key — which can be found in agconnect-services.json — during app initialization for app authentication.
Using the access token: Call setAccessToken to set an access token. This task is required only once during app initialization.
Code:
ReconstructApplication.getInstance().setAccessToken("your AccessToken");
Using the API key: Call setApiKey to set an API key. This key does not need to be set again.
Code:
ReconstructApplication.getInstance().setApiKey("your api_key");
The access token is recommended. And if you prefer the API key, it is assigned to the app when it is created in AppGallery Connect.
2. Create a 3D object reconstruction engine and initialize it. Then, create an auto rigging configurator.
Code:
// Create a 3D object reconstruction engine.
Modeling3dReconstructEngine modeling3dReconstructEngine = Modeling3dReconstructEngine.getInstance(context);
// Create an auto rigging configurator.
Modeling3dReconstructSetting setting = new Modeling3dReconstructSetting.Factory()
// Set the working mode of the engine to PICTURE.
.setReconstructMode(Modeling3dReconstructConstants.ReconstructMode.PICTURE)
// Set the task type to auto rigging.
.setTaskType(Modeling3dReconstructConstants.TaskType.AUTO_RIGGING)
.create();
3. Create a listener for the result of uploading images of an object.
Code:
private Modeling3dReconstructUploadListener uploadListener = new Modeling3dReconstructUploadListener() {
@Override
public void onUploadProgress(String taskId, double progress, Object ext) {
// Callback when the upload progress is received.
}
@Override
public void onResult(String taskId, Modeling3dReconstructUploadResult result, Object ext) {
// Callback when the upload is successful.
}
@Override
public void onError(String taskId, int errorCode, String message) {
// Callback when the upload failed.
}
};
4. Use a 3D object reconstruction configurator to initialize the task, set an upload listener for the engine created in step 1, and upload images.
Code:
// Use the configurator to initialize the task, which should be done in a sub-thread.
Modeling3dReconstructInitResult modeling3dReconstructInitResult = modeling3dReconstructEngine.initTask(setting);
String taskId = modeling3dReconstructInitResult.getTaskId();
// Set an upload listener.
modeling3dReconstructEngine.setReconstructUploadListener(uploadListener);
// Call the uploadFile API of the 3D object reconstruction engine to upload images.
modeling3dReconstructEngine.uploadFile(taskId, filePath);
5. Query the status of the auto rigging task.
Code:
// Initialize the task processing class.
Modeling3dReconstructTaskUtils modeling3dReconstructTaskUtils = Modeling3dReconstructTaskUtils.getInstance(context);
// Call queryTask in a sub-thread to query the task status.
Modeling3dReconstructQueryResult queryResult = modeling3dReconstructTaskUtils.queryTask(taskId);
// Obtain the task status.
int status = queryResult.getStatus();
6. Create a listener for the result of model file download.
Code:
private Modeling3dReconstructDownloadListener modeling3dReconstructDownloadListener = new Modeling3dReconstructDownloadListener() {
@Override
public void onDownloadProgress(String taskId, double progress, Object ext) {
// Callback when download progress is received.
}
@Override
public void onResult(String taskId, Modeling3dReconstructDownloadResult result, Object ext) {
// Callback when download is successful.
}
@Override
public void onError(String taskId, int errorCode, String message) {
// Callback when download failed.
}
};
7. Pass the download listener to the 3D object reconstruction engine, to download the rigged model.
Code:
// Set download configurations.
Modeling3dReconstructDownloadConfig downloadConfig = new Modeling3dReconstructDownloadConfig.Factory()
// Set the model file format to OBJ or glTF.
.setModelFormat(Modeling3dReconstructConstants.ModelFormat.OBJ)
// Set the texture map mode to normal mode or PBR mode.
.setTextureMode(Modeling3dReconstructConstants.TextureMode.PBR)
.create();
// Set the download listener.
modeling3dReconstructEngine.setReconstructDownloadListener(modeling3dReconstructDownloadListener);
// Call downloadModelWithConfig, passing the task ID, path to which the downloaded file will be saved, and download configurations, to download the rigged model.
modeling3dReconstructEngine.downloadModelWithConfig(taskId, fileSavePath, downloadConfig);
Where to Use​Auto rigging is used in many scenarios, for example:
Gaming. The most direct way of using auto rigging is to create moveable characters in a 3D game. Or, I think we can combine it with AR to create animated models that can appear in the camera display of a mobile device, which will interact with users.
Online education. We can use auto rigging to animate 3D models of popular toys, and liven them up with dance moves, voice-overs, and nursery rhymes to create educational videos. These models can be used in educational videos to appeal to kids more.
E-commerce. Anime figurines look rather plain compared to how they behave in animes. To spice up the figurines, we can use auto rigging to animate 3D models that will look more engaging and dynamic.
Conclusion​3D animation is widely used in mobile apps, because it presents objects in a more fun and interactive way.
A key technique for creating great 3D animations is rigging. Conventional rigging requires modeling know-how and expertise, which puts off many amateur modelers.
Auto rigging is the perfect solution to this challenge because its full-automated rigging process can produce highly accurate rigged models that can be easily animated using major engines available on the market. Auto rigging not only lowers the costs and requirements of 3D model generation and animation, but also helps 3D models look more appealing.

Environment Mesh: Blend the Real with the Virtual

Augmented reality (AR) is now widely used in a diverse range of fields, to facilitate fun and immersive experiences and interactions. Many features like virtual try-on, 3D gameplay, and interior design, among many others, depend on this technology. For example, many of today's video games use AR to keep gameplay seamless and interactive. Players can create virtual characters in battle games, and make them move as if they are extensions of the player's body. With AR, characters can move and behave like real people, hiding behind a wall, for instance, to escape detection by the enemy. Another common application is adding elements like pets, friends, and objects to photos, without compromising the natural look in the image.
However, AR app development is still hindered by the so-called pass-through problem, which you may have encountered during the development. Examples include a ball moving too fast and then passing through the table, a player being unable to move even when there are no obstacles around, or a fast-moving bullet passing through and then missing its target. You may also have found that the virtual objects that your app applies to the physical world look as if they were pasted on the screen, instead of blending into the environment. This can to a large extent undermine the user experience and may lead directly to user churn. Fortunately there is environment mesh in HMS Core AR Engine, a toolkit that offers powerful AR capabilities and streamlines your app development process, to resolve these issues once and for all. After being integrated with this toolkit, your app will enjoy better perception of the 3D space in which a virtual object is placed, and perform collision detection using the reconstructed mesh. This ensures that users are able to interact with virtual objects in a highly realistic and natural manner, and that virtual characters will be able to move around 3D spaces with greater ease. Next we will show you how to implement this capability.
Demo​
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Implementation​AR Engine uses the real time computing to output the environment mesh, which includes the device orientation in a real space, and 3D grid for the current camera view. AR Engine is currently supported on mobile phone models with rear ToF cameras, and only supports the scanning of static scenes. After being integrated with this toolkit, your app will be able to use environment meshes to accurately recognize the real world 3D space where a virtual character is located, and allow for the character to be placed anywhere in the space, whether it is a horizontal surface, vertical surface, or curved surface that can be reconstructed. You can use the reconstructed environment mesh to implement virtual and physical occlusion and collision detection, and even hide virtual objects behind physical ones, to effectively prevent pass-through.
Environment mesh technology has a wide range of applications. For example, it can be used to provide users with more immersive and refined virtual-reality interactions during remote collaboration, video conferencing, online courses, multi-player gaming, laser beam scanning (LBS), metaverse, and more.
Integration Procedure​Ensure that you have met the following requirements on the development environment:
JDK: 1.8.211 or later
Android Studio: 3.0 or later
minSdkVersion: 26 or later
targetSdkVersion: 29 (recommended)
compileSdkVersion: 29 (recommended)
Gradle version: 6.1.1 or later (recommended)
Make sure that you have downloaded the AR Engine APK from AppGallery and installed it on the device.
If you need to use multiple HMS Core kits, use the latest versions required for these kits.
Preparations​1. Before getting started, you will need to register as a Huawei developer and complete identity verification on the HUAWEI Developers website. You can click here to find out the detailed registration and identity verification procedure.
2. Before development, integrate the AR Engine SDK via the Maven repository into your development environment.
3. The procedure for configuring the Maven repository address in Android Studio varies for Gradle plugin earlier than 7.0, Gradle plugin 7.0, and Gradle plugin 7.1 or later. You need to configure it according to the specific Gradle plugin version.
4. The following takes Gradle plugin 7.0 as an example:
Open the project-level build.gradle file in your Android Studio project and configure the Maven repository address.
Go to buildscript > repositories and configure the Maven repository address for the SDK.
Code:
buildscript {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
Open the project-level settings.gradle file and configure the Maven repository address for the HMS Core SDK.
Code:
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
}
5. Add the following build dependency in the dependencies block.
Code:
dependencies {
implementation 'com.huawei.hms:arenginesdk:{version}
}
Development Procedure​Initialize the HitResultDisplay class to draw virtual objects based on the specified parameters.
Code:
Public class HitResultDisplay implements SceneMeshComponenDisplay{
// Initialize VirtualObjectData.
VirtualObjectData mVirtualObject = new VirtualObjectData();
// Pass the context to mVirtualObject in the init method.
Public void init(Context context){
mVirtualObject.init(context);
/ / Pass the material attributes.
mVirtualObject.setMaterialProperties();
}
// Pass ARFrame in the onDrawFrame method to obtain the estimated lighting.
Public void onDrawFrame(ARFrame arframe){
// Obtain the estimated lighting.
ARLightEstimate le = arframe.getLightEstimate();
// Obtain the pixel intensity of the current camera field of view.
lightIntensity = le.getPixelIntensity();
// Pass data to methods in mVirtualObject.
mVirtualObject.draw(…,…,lightIntensity,…);
// Pass the ARFrame object in the handleTap method to obtain the coordinate information.
handleTap(arframe);
}
// Implement the handleTap method.
Private void handleTap(ARFrame frame){
// Call hitTest with the ARFrame object.
List<ARHitResult> hitTestResults = frame.hitTest(tap);
// Check whether a surface is hit and whether it is hit in a plane polygon.
For(int i = 0;i<hitTestResults.size();i++){
ARHitResult hitResultTemp = hitTestResults.get(i);
Trackable = hitResultTemp.getTrackable();
If(trackable instanceof ARPoint && ((ARPoint) trackable).getOrientationMode() == ARPoint.OrientationMode.ESTIMATED_SURFACE_NORMAL){
isHasHitFlag = true;
hitResult = hitResultTemp;
}
}
}
}
2. Initialize the SceneMeshDisplay class to render the scene network.
Code:
Public class SceneMeshDiaplay implements SceneMeshComponenDisplay{
// Implement openGL operations in init.
Public void init(Context context){}
// Obtain the current environment mesh in the onDrawFrame method.
Public void onDrawFrame(ARFrame arframe){
ARSceneMesh arSceneMesh = arframe.acquireSceneMesh();
// Create a method for updating data and pass arSceneMesh to the method.
updateSceneMeshData(arSceneMesh);
// Release arSceneMesh when it is no longer in use.
arSceneMesh.release();
}
// Implement this method to update data.
Public void updateSceneMeshData(ARSceneMesh sceneMesh){
// Obtain an array containing mesh vertex coordinates of the environment mesh in the current view.
FloatBuffer meshVertices = sceneMesh.getVertices();
// Obtain an array containing the indexes of the vertices in the mesh triangle plane in the current view.
IntBuffer meshTriangleIndices = sceneMesh.getTriangleIndices();
}
}
3. Initialize the SceneMeshRenderManager class to provide render managers for external scenes, including render managers for virtual objects.
Code:
public class SceneMeshRenderManager implements GLSurfaceView.Render{
// Initialize the class for updating network data and performing rendering.
private SceneMeshDisplay mSceneMesh = new SceneMeshDisplay();
// Initialize the class for drawing virtual objects.
Private HitResultDisplay mHitResultDisplay = new HitResultDisplay();
// Implement the onSurfaceCreated() method.
public void onSurfaceCreated(){
// Pass context to the mSceneMesh and mHitResultDisplay classes.
mSceneMesh.init(mContext);
mHitResultDisplay.init(mContext);
}
// Implement the onDrawFrame() method.
public void onDrawFrame(){
// Configure camera using the ARSession object.
mArSession.setCameraTexTureName();
ARFrame arFrame = mArSession.update();
ARCamera arCamera = arframe.getCamera();
// Pass the data required for the SceneMeshDisplay class.
mSceneMesh.onDrawFrame(arframe,viewmtxs,projmtxs);
}
}
4. Initialize the SceneMeshActivity class to implement display functions.
Code:
public class SceneMeshActivity extends BaseActivity{
// Provides render managers for external scenes, including those for virtual objects.
private ScemeMeshRenderManager mSceneMeshRenderManager;
// Manages the entire running status of AR Engine.
private ARSession mArSession;
// Initialize some classes and objects.
protected void onCreate(Bundle savedInstanceState){
mSceneMeshRenderManager = new SceneMeshRenderManager();
}
// Initialize ARSession in the onResume method.
protected void onResume(){
// Initialize ARSession.
mArSession = new ARSession(this.getApplicationContext());
// Create an ARWorldTrackingConfig object based on the session parameters.
ARConfigBase config = new ARWorldTrackingConfig(mArSession);
// Pass ARSession to SceneMeshRenderManager.
mSceneMeshRenderManager.setArSession(mArSession);
// Enable the mesh, and call the setEnableItem method using config.
config.setEnableItem(ARConfigBase.ENABLE_MESH | ARConfigBase.ENABLE_DEPTH);
}
}
Conclusion​AR bridges the real and the virtual worlds, to make jaw-dropping interactive experiences accessible to all users. That is why so many mobile app developers have opted to build AR capabilities into their apps. Doing so can give your app a leg up over the competition.
When developing such an app, you will need to incorporate a range of capabilities, such as hand recognition, motion tracking, hit test, plane detection, and lighting estimate. Fortunately, you do not have to do any of this on your own. Integrating an SDK can greatly streamline the process, and provide your app with many capabilities that are fundamental to seamless and immersive AR interactions. If you are not sure how to deal with the pass-through issue, or your app is not good at presenting virtual objects naturally in the real world, AR Engine can do a lot of heavy lifting for you. After being integrated with this toolkit, your app will be able to better perceive the physical environments around virtual objects, and therefore give characters the freedom to move around as if they are navigating real spaces.
References​AR Engine Development Guide
Software and Hardware Requirements of AR Engine Features
AR Engine Sample Code

Posture Recognition: Natural Interaction Brought to Life

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Augmented reality (AR) provides immersive interactions by blending real and virtual worlds, making human-machine interactions more interesting and convenient than ever. A common application of AR involves placing a virtual object in the real environment, where the user is free to control or interact with the virtual object. However, there is so much more AR can do beyond that.
To make interactions easier and more immersive, many mobile app developers now allow users to control their devices without having to touch the screen, by identifying the body motions, hand gestures, and facial expressions of users in real time, and using the identified information to trigger different events in the app. For example, in an AR somatosensory game, players can trigger an action in the game by striking a pose, which spares them from having to frequently tap keys on the control console. Likewise, when shooting an image or short video, the user can apply special effects to the image or video by striking specific poses, without even having to touch the screen. In a trainer-guided health and fitness app, the system powered by AR can identify the user's real-time postures to determine whether they are doing the exercise correctly, and guide them to exercise in the correct way. All of these would be impossible without AR.
How then can an app accurately identify postures of users, to power these real time interactions?
If you are also considering developing an AR app that needs to identify user motions in real time to trigger a specific event, such as to control the interaction interface on a device or to recognize and control game operations, integrating an SDK that provides the posture recognition capability is a no brainer. Integrating this SDK will greatly streamline the development process, and allow you to focus on improving the app design and craft the best possible user experience.
HMS Core AR Engine does much of the heavy lifting for you. Its posture recognition capability accurately identifies different body postures of users in real time. After integrating this SDK, your app will be able to use both the front and rear cameras of the device to recognize six different postures from a single person in real time, and output and display the recognition results in the app.
The SDK provides basic core features that motion sensing apps will need, and enriches your AR apps with remote control and collaborative capabilities.
Here I will show you how to integrate AR Engine to implement these amazing features.
How to Develop​Requirements on the development environment:
JDK: 1.8.211 or later
Android Studio: 3.0 or later
minSdkVersion: 26 or later
targetSdkVersion: 29 (recommended)
compileSdkVersion: 29 (recommended)
Gradle version: 6.1.1 or later (recommended)
Make sure that you have downloaded the AR Engine APK from AppGallery and installed it on the device.
If you need to use multiple HMS Core kits, use the latest versions required for these kits.
Preparations​
1. Before getting started with the development, you will need to first register as a Huawei developer and complete identity verification on the HUAWEI Developers website. You can click here to find out the detailed registration and identity verification procedure.
2. Before getting started with the development, integrate the AR Engine SDK via the Maven repository into your development environment.
3. The procedure for configuring the Maven repository address in Android Studio varies for Gradle plugin earlier than 7.0, Gradle plugin 7.0, and Gradle plugin 7.1 or later. You need to configure it according to the specific Gradle plugin version.
4. Take Gradle plugin 7.0 as an example:
Open the project-level build.gradle file in your Android Studio project and configure the Maven repository address.
Go to buildscript > repositories and configure the Maven repository address for the SDK.
Code:
buildscript {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
Open the project-level settings.gradle file and configure the Maven repository address for the HMS Core SDK.
Code:
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
repositories {
google()
jcenter()
maven {url "https://developer.huawei.com/repo/" }
}
}
}
5. Add the following build dependency in the dependencies block.
Code:
dependencies {
implementation 'com.huawei.hms:arenginesdk:{version}
}
App Development​1. Check whether AR Engine has been installed on the current device. If so, your app will be able to run properly. If not, you need to prompt the user to install AR Engine, for example, by redirecting the user to AppGallery. The sample code is as follows:
Code:
boolean isInstallArEngineApk =AREnginesApk.isAREngineApkReady(this);
if (!isInstallArEngineApk) {
// ConnectAppMarketActivity.class is the activity for redirecting users to AppGallery.
startActivity(new Intent(this, com.huawei.arengine.demos.common.ConnectAppMarketActivity.class));
isRemindInstall = true;
}
2. Initialize an AR scene. AR Engine supports up to five scenes, including motion tracking (ARWorldTrackingConfig[z(1] ), face tracking (ARFaceTrackingConfig), hand recognition (ARHandTrackingConfig), human body tracking (ARBodyTrackingConfig), and image recognition(ARImageTrackingConfig).
3. Call the ARBodyTrackingConfig API to initialize the human body tracking scene.
Code:
mArSession = new ARSession(context)
ARBodyTrackingConfig config = new ARHandTrackingConfig(mArSession);
Config.setEnableItem(ARConfigBase.ENABLE_DEPTH | ARConfigBase.ENABLE.MASK);
Configure the session information.
mArSession.configure(config);
4. Initialize the BodyRelatedDisplay API to render data related to the main AR type.
Code:
Public interface BodyRelatedDisplay{
Void init();
Void onDrawFrame (Collection<ARBody> bodies,float[] projectionMatrix) ;
}
5. Initialize the BodyRenderManager class, which is used to render the personal data obtained by AREngine.
Code:
Public class BodyRenderManager implements GLSurfaceView.Renderer{
// Implement the onDrawFrame() method.
Public void onDrawFrame(){
ARFrame frame = mSession.update();
ARCamera camera = Frame.getCramera();
// Obtain the projection matrix of the AR camera.
Camera.getProjectionMatrix();
// Obtain the set of all traceable objects of the specified type and pass ARBody.class to return the human body tracking result.
Collection<ARBody> bodies = mSession.getAllTrackbles(ARBody.class);
}
}
6. Initialize BodySkeletonDisplay to obtain skeleton data and pass the data to the OpenGL ES, which will render the data and display it on the device screen.
Code:
Public class BodySkeletonDisplay implements BodyRelatedDisplay{
// Methods used in this class are as follows:
// Initialization method.
public void init(){
}
// Use OpenGL to update and draw the node data.
Public void onDrawFrame(Collection<ARBody> bodies,float[] projectionMatrix){
for (ARBody body : bodies) {
if (body.getTrackingState() == ARTrackable.TrackingState.TRACKING) {
float coordinate = 1.0f;
if (body.getCoordinateSystemType() == ARCoordinateSystemType.COORDINATE_SYSTEM_TYPE_3D_CAMERA) {
coordinate = DRAW_COORDINATE;
}
findValidSkeletonPoints(body);
updateBodySkeleton();
drawBodySkeleton(coordinate, projectionMatrix);
}
}
}
// Search for valid skeleton points.
private void findValidSkeletonPoints(ARBody arBody) {
int index = 0;
int[] isExists;
int validPointNum = 0;
float[] points;
float[] skeletonPoints;
if (arBody.getCoordinateSystemType() == ARCoordinateSystemType.COORDINATE_SYSTEM_TYPE_3D_CAMERA) {
isExists = arBody.getSkeletonPointIsExist3D();
points = new float[isExists.length * 3];
skeletonPoints = arBody.getSkeletonPoint3D();
} else {
isExists = arBody.getSkeletonPointIsExist2D();
points = new float[isExists.length * 3];
skeletonPoints = arBody.getSkeletonPoint2D();
}
for (int i = 0; i < isExists.length; i++) {
if (isExists[i] != 0) {
points[index++] = skeletonPoints[3 * i];
points[index++] = skeletonPoints[3 * i + 1];
points[index++] = skeletonPoints[3 * i + 2];
validPointNum++;
}
}
mSkeletonPoints = FloatBuffer.wrap(points);
mPointsNum = validPointNum;
}
}
7. Obtain the skeleton point connection data and pass it to OpenGL ES, which will then render the data and display it on the device screen.
Code:
public class BodySkeletonLineDisplay implements BodyRelatedDisplay {
// Render the lines between body bones.
public void onDrawFrame(Collection<ARBody> bodies, float[] projectionMatrix) {
for (ARBody body : bodies) {
if (body.getTrackingState() == ARTrackable.TrackingState.TRACKING) {
float coordinate = 1.0f;
if (body.getCoordinateSystemType() == ARCoordinateSystemType.COORDINATE_SYSTEM_TYPE_3D_CAMERA) {
coordinate = COORDINATE_SYSTEM_TYPE_3D_FLAG;
}
updateBodySkeletonLineData(body);
drawSkeletonLine(coordinate, projectionMatrix);
}
}
}
}
Conclusion​By blending real and virtual worlds, AR gives users the tools they need to overlay creative effects in real environments, and interact with these imaginary virtual elements. AR makes it easy to build whimsical and immersive interactions that enhance user experience. From virtual try-on, gameplay, photo and video shooting, to product launch, training and learning, and home decoration, everything is made easier and more interesting with AR.
If you are considering developing an AR app that interacts with users when they strike specific poses, like jumping, showing their palm, and raising their hands, or even more complicated motions, you will need to equip your app to accurately identify these motions in real time. The AR Engine SDK is a capability that makes this possible. This SDK equips your app to track user motions with a high degree of accuracy, and then interact with the motions, easing the process for developing AR-powered apps.
References​AR Engine Development Guide
Sample Code
Software and Hardware Requirements of AR Engine Features

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