Posted by Evan Hardesty Parker, Software Engineer
ARCore and Sceneform give developers simple yet powerful tools for creating augmented reality (AR) experiences. In our last update (version 1.6) we focused on making virtual objects appear more realistic within a scene. In version 1.7, we're focusing on creative elements like AR selfies and animation as well as helping you improve the core user experience in your apps.
Example of 3D face mesh application
ARCore's new Augmented Faces API (available on the front-facing camera) offers a high quality, 468-point 3D mesh that lets users attach fun effects to their faces. From animated masks, glasses, and virtual hats to skin retouching, the mesh provides coordinates and region specific anchors that make it possible to add these delightful effects.
You can get started in Unity or Sceneform by creating an ARCore session with the "front-facing camera" and Augmented Faces "mesh" mode enabled. Note that other AR features such as plane detection aren't currently available when using the front-facing camera. AugmentedFace extends Trackable, so faces are detected and updated just like planes, Augmented Images, and other trackables.
AugmentedFace
Trackable
// Create ARCore session that support Augmented Faces for use in Sceneform. public Session createAugmentedFacesSession(Activity activity) throws UnavailableException { // Use the front-facing (selfie) camera. Session session = new Session(activity, EnumSet.of(Session.Feature.FRONT_CAMERA)); // Enable Augmented Faces. Config config = session.getConfig(); config.setAugmentedFaceMode(Config.AugmentedFaceMode.MESH3D); session.configure(config); return session; }
Another way version 1.7 expands the AR creative canvas is by letting your objects dance, jump, spin and move around with support for animations in Sceneform. To start an animation, initialize a ModelAnimator (an extension of the existing Android animation support) with animation data from your ModelRenderable.
ModelAnimator
ModelRenderable
void startDancing(ModelRenderable andyRenderable) { AnimationData data = andyRenderable.getAnimationData("andy_dancing"); animator = new ModelAnimator(data, andyRenderable); animator.start(); }
In ARCore version 1.7 we also focused on helping you improve your user experience with a simplified workflow. We've integrated "ARCore Elements" -- a set of common AR UI components that have been validated with user testing -- into the ARCore SDK for Unity. You can use ARCore Elements to insert AR interactive patterns in your apps without having to reinvent the wheel. ARCore Elements also makes it easier to follow Google's recommended AR UX guidelines.
ARCore Elements includes two AR UI components that are especially useful:
We plan to add more to ARCore Elements over time. You can download the ARCore Elements app available in the Google Play Store to learn more.
ARCore version 1.7 also includes UX enhancements for the smartphone camera -- specifically, the experience of switching in and out of AR mode. Shared Camera access in the ARCore SDK for Java lets users pause an AR experience, access the camera, and jump back in. This can be particularly helpful if users want to take a picture of the action in your app.
More details are available in the Shared Camera developer documentation and Java sample.
For AR experiences to capture users' imaginations they need to be both immersive and easily accessible. With tools for adding AR selfies, animation, and UI enhancements, ARCore version 1.7 can help with both these objectives.
You can learn more about these new updates on our ARCore developer website.
Posted by Ashish Shah, Product Manager, Google AR & VR
The magic of augmented reality is in the way it blends the digital and the physical worlds. For AR experiences to feel truly immersive, digital objects need to look realistic -- as if they were actually there with you, in your space. This is something we continue to prioritize as we update ARCore and Sceneform, our 3D rendering library for Java developers.
Today, with the release of ARCore 1.6, we're bringing further improvements to help you build more realistic and compelling experiences, including better plane boundary tracking and several lighting improvements in Sceneform.
With 250M devices now supporting ARCore, developers can bring these experiences to an even larger and growing user base.
Previous versions of Sceneform defaulted to optimizing ambient light as yellow. Version 1.6 defaults to neutral and white. This aligns more closely to the way light appears in the real world, making digital objects look more natural. You can see the differences below.
This change will also make objects rendered with Sceneform look as if they're affected more naturally by color and lighting in the surrounding environment. For example, if you're viewing an AR object at sunset, it would appear to be illuminated by the red and orange hues, just like real objects in the scene.
In addition, we've updated Sceneform's built-in environmental image to provide a more neutral scene for your app. This will be most noticeable when viewing reflections in smooth metallic surfaces.
To help you further improve quality and engagement in your AR apps, we're adding screen capture and recording to Sceneform. This is something a number of developers have requested to help with demo recording and prototyping. It can also be used as an external facing feature, allowing your users to share screenshots and videos on social media more easily, which can help get the word out about your app.
You can access this functionality through the surface mirroring API for the SceneView class. The API allows you to display the Sceneform view on a device's screen at the same time it's being rendered to another surface (such as the input surface for the Android MediaRecorder).
The new updates to Sceneform and ARCore are available today. With these new versions also comes support for new devices, such as the Samsung Galaxy A3 and the Huawei P20 Lite, that will join the list of ARCore-enabled devices. More information is available on the ARCore developer website.