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Tony Mullen - Prototyping Augmented Reality

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Tony Mullen Prototyping Augmented Reality
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Learn to create augmented reality apps using Processing open-source programming language

Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how to do it.

  • Guides you through the emerging technology of Augmented Reality (AR)
  • Shows you how to use 3D data with the Processing programming environment and other languages to create AR prototypes for the web, smartphones, Macs, and PCs
  • Helps 3D artists and designers who want to move into the AR market but dont have programming skills
  • Covers the essentials of 3D programming, creating objects for an AR library, building and exporting 3D models, and much more
  • Explains how to interactively link 3D to physical, virtual, and streaming environments

Author Tony Mullen is both an artist and a programmer and perfectly suited to explain how to bridge these two worlds, as he so deftly does in Prototyping with Augmented Reality.

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Acquisitions Editor Mariann Barsolo Development Editor Gary Schwartz - photo 1
Acquisitions Editor Mariann Barsolo Development Editor Gary Schwartz - photo 2

Acquisitions Editor: Mariann Barsolo

Development Editor: Gary Schwartz

Technical Editor: John Nyquist

Production Editor: Dassi Zeidel

Copy Editor: Liz Welch

Editorial Manager: Pete Gaughan

Production Manager: Tim Tate

Vice President and Executive Group Publisher: Richard Swadley

Vice President and Publisher: Neil Edde

Book Designer: Caryl Gorska

Compositor: Chris Gillespie, Happenstance Type-O-Rama

Proofreader: Candace English

Indexer: Ted Laux

Project Coordinator, Cover: Katherine Crocker

Cover Designer: Ryan Sneed

Cover Image: Tony Mullen

Copyright 2011 by John Wiley & Sons, Inc., Indianapolis, Indiana

Published simultaneously in Canada

ISBN: 978-1-118-03663-1

ISBN: 978-1-118-18005-1 (ebk.)

ISBN: 978-1-118-18007-5 (ebk.)

ISBN: 978-1-118-18006-8 (ebk.)

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

Limit of Liability/Disclaimer of Warranty: The publisher and the author make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fitness for a particular purpose. No warranty may be created or extended by sales or promotional materials. The advice and strategies contained herein may not be suitable for every situation. This work is sold with the understanding that the publisher is not engaged in rendering legal, accounting, or other professional services. If professional assistance is required, the services of a competent professional person should be sought. Neither the publisher nor the author shall be liable for damages arising herefrom. The fact that an organization or Web site is referred to in this work as a citation and/or a potential source of further information does not mean that the author or the publisher endorses the information the organization or Web site may provide or recommendations it may make. Further, readers should be aware that Internet Web sites listed in this work may have changed or disappeared between when this work was written and when it is read.

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Library of Congress Control Number: 2011937513

TRADEMARKS: Wiley, the Wiley logo, and the Sybex logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.

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Dear Reader,

Thank you for choosing Prototyping Augmented Reality . This book is part of a family of premium-quality Sybex books, all of which are written by outstanding authors who combine practical experience with a gift for teaching.

Sybex was founded in 1976. More than 30 years later, were still committed to producing consistently exceptional books. With each of our titles, were working hard to set a new standard for the industry. From the paper we print on, to the authors we work with, our goal is to bring you the best books available.

I hope you see all that reflected in these pages. Id be very interested to hear your comments and get your feedback on how were doing. Feel free to let me know what you think about this or any other Sybex book by sending me an email at . Customer feedback is critical to our efforts at Sybex.

Best regards,

Neil Edde Vice President and Publisher Sybex an Imprint of Wiley For my - photo 3

Neil Edde

Vice President and Publisher

Sybex, an Imprint of Wiley

For my family

Acknowledgments

Id like to thank Acquisitions Editor Mariann Barsolo, Editorial Manager Pete Gaughan, Development Editor Gary Schwartz, Technical Editor John Nyquist, Editorial Assistants Jenni Housh and Connor OBrien, Production Editor Dassi Zeidel, Copyeditor Liz Welch, and everyone else at Sybex who contributed to putting this book together. Im also very grateful to the dedicated software developers who contributed their time and effort to create the open source software used in this book, including the ARToolKit, NyARToolkit, Processing, Blender, and JMonkeyEngine developers. I want to single out Adam Clarkson, creator of ARMonkeyKit, in particular for his help with the content of this book.

About the Author

Tony Mullen, PhD, has a broad background in CG and programming. He teaches at Tsuda College in Tokyo, Japan, where his courses include Python programming as well as Blender modeling and animation. He has been a cartoonist and an illustrator; his screen credits include writer, codirector, and lead animator on several short films, including the award-winning live-action/stop-motion film Gustav Braustache and the Auto-Debilitator (2007). He is the author of Introducing Character Animation with Blender; 3D for iPhone Apps with Blender and SIO2; Mastering Blender, Bounce, Tumble, and Splash!: Simulating the Physical World with Blender 3D, and Blender Studio Projects: Digital Movie-Making , all from Sybex.

About the Technical Editor

John R. Nyquist is a Blender Foundation Certified Trainer (BFCT) and has created seven Blender and two ActionScript training videos for CartoonSmart.com, as well as 60 episodes of Bits of Blender. He has worked professionally using Blender/Python, Java, ActionScript, C++, C#, and Lingo for interactive multimedia. John has coauthored two books on Director/Lingo and has served as technical editor for books on Java, Director, and Lingo.

Introduction

Augmented Reality (AR) is a term used for a wide range of related technologies aimed at integrating virtual content and data with live, real-time media. The idea of AR is to mingle what is not really there with what is there as seamlessly as possible, and to present users with an enhanced, or augmented, display of the world around them. The nature of the augmentation could be anything from a textual display of data overlaid on real scenes or objects to complete, interactive 3D graphical scenes integrated into real ones.

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