TODO.md 10.8 KB
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- port webvr-arbackend
- rename THREEx.ArToolkitContext.getProjectionMatrix into .getArtoolkitProjectMatrix
- three.js/vendor/threex-aruco  => three.js/threex/threex-aruco
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- DONE make multi-markers to support aruco too
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  - add arBackend in learner.html input
  - handle arBackend definition in player.html
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- DONE add modelViewMatrix and a smoother in AR.js example ?
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  - what would be a good example for aruco feature in ar.js
  - yep add that because this is like the default now
- DONE ArMarkerControls.markerId is artoolkit specific
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  - to rename artoolkitMarkerId for now
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- DONE ArToolkitContext.projectionAxisTransformMatrix is only to correct artoolkit axis
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  - it is a kludge to start with
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  - make it as contained as possible
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  - maybe cached in a ARtoolkit specific function
  - projectionAxisTransformMatrix renamed as artoolkitprojectionAxisTransformMatrix
  - simple, no risk and make it clear it is artoolkit - 
- DONE in arbackend-switch put the backend in hash. and offer to switch
  - good for testing
- DONE all this testing about aruco or jsartoolkit it crappy
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  - in artoolkitContext.backend === 'aruco' || 'artoolkit'
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  - not very clear + timer to init jsartoolkit
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  - so you keep the pointer to context for each. But you test all about the .backend = 'artoolkit'
- DONE arucocontext has the canvas at the moment - but dont respect the original canvasWidth
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- DONE all the posit stuff MUST be out of aruco context and in controls
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- DONE replace THREEx.ArMarkerControls.notifyFoundModelViewMatrix() by .updateWithModelViewMatrix()
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- LATER: remove all the artoolkit mention in the front as is now multiple backends
  - you got classname with 'artoolkit' in it
  - even exposed in a-frame parameters
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- NOT NOW: threex-aruco layer is really really thin - YET ANOTHER INDIRECTION
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  - seems useless indirection for AR.js
  - why not aruco directly
  - you are using jsartoolkit directly
  - YES use aruco directly
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  - threex-aruco is at the same level of jsartoolkit
    - keeping them at the same level will help make ar.js more consistent
  - threex-aruco provide standalone testing which is good
  - UNCLEAR at best - 
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- can you make it easy to try all your demo with aruco
  - this means supporting aruco in webar-playground
  - so multi markers
  - may even be an option in the json localstorage learned area
  - thus it is easy to switch from one to another
  - the best way to put aruco as first player

- aruco seems the future
  - there is pure js implementation - readable code
  - there is a cpp implementation too
  - much smaller code
  - well documented code + algo
  - simple algo - easy to understand
  - not too big - i can maintain it myself
  - i got MUCH better controls over the code
  - this lead to ability to tune and experiments with the detection
  - the detection is the core of the business. it MUCH be under controls
  - still issue with homography
  - but can be easily fixed, compared to the huge advantage
  
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---
# TODO
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- if artoolkit arbackend and marker facing camera, then change the tweening
  - specific fix to artoolkit
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- TODO super unclear how to get the backward facing camera...

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- currently webvr is able to do location already
  - why wouldnt i code it all in webvr location, without the stereo rendering
  - well it is too early. it is better to make it easier to reuse.
  - webvr tango isnt mature enougth
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- release soon and start doing dev/master
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  - create a dev branch
  - release AR.js as 1.2
  - what about the communication ?
  - make a post on what is new in AR.js
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  - ISSUE: i need to deploy dev on gh-pages it helps with https during dev
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- redo parameters-tuning.html
  - all parameters exposed as button - stored as json in url
  - to replace the demo.html in a-frame - which is super broken anyway
  - 3 groups of parameters : source, context, controls. make it 3 group on screen too
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---

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- do the initial tunning of camera resolution to have the same aspect as the screen resolution
  - better precision for my cpu
  - currently it is doing 640x480 by default
  - as it is supposed to be fullscreen, get the screen resolution, instead of the window resolution
    - thus no resize being late issue

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- DONE do a pass on THREEx.ArToolkitSource
  - IOS support - https://github.com/jeromeetienne/AR.js/issues/90
  - support for torch - https://www.oberhofer.co/mediastreamtrack-and-its-capabilities/
  - use the new getUserMedia API with envfacing api - see IOS bugs
- DONE update link in README.md
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- DONE THREEx.ArToolkitSource.prototype.onResize
  split it in 
  THREEx.ArToolkitSource.prototype.mirrorSizeTo(blabla)
- DONE Race conditions in resize
  - arToolkitSource.onResize([renderer.domElement, arToolkitContext.arController.canvas])
  - fails if arToolkitContext.arController not ready
  - change this code, and port is EVERYWHERE :)
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- DONE rename marker generator as marker-training - just because it is what artoolkit said before
  - maybe creator ? 
  - training is the same word as before, and seems to do something smart
- DONE do something to upload marker from image directly instead of .patt
  - this avoid the pain of handling .patt files
  - so get the image encoding it, and then do a dataurl
  - as the data is image
- DONE THREEx.ArSmoothedControls.minVisibleDelay to 0 ?
  - why would it be worst to show the marker, than to hide it ? 
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- DONE bug in resize + debug in context
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  - API is still crap tho
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- DONE do the tweening + disapearance with timeout in threex-armarkersmoother.js
  - this is a controls which read a armarkercontrols and output a new smoothed root
  - make a possible delay in the appearance and disapearance
- DONE put armarkerhelper else where
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- DONE do a threex.armarkershelper.js something which display info on the marker
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  - which pattern, etc...
  - an axis too
  - like you did in threex.arealearning.js
  - if controls.parameters.helperEnabled: true, then the controls will add the helper automatically

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- about.me in ar - augmented.club - augmented.whoswho - augmented.cat - augmented.fans - ar.codes
  - multiple link
  - twitter, avatar, linkedin, facebook
  - all stored in the url. so all the states is in the network
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  - avatar at the center, each link graviting around, with exploding entrance like in https://vimeo.com/6264709
  - minimal: twitter avatar, username, twitter logo
  - twitter logo model - https://sketchfab.com/models/60aedf8d974d481995e196225fb0bd2e
  - logo in voxel ? https://sketchfab.com/models/8da01234347a4193b06f0b2f07113d40
  - sketchfab logo - https://sketchfab.com/models/585ace7e32b44d93bb1cecb456488934
  - gravatar from the email - http://en.gravatar.com/site/implement/hash/
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- release ar.js
  - start working in dev branch
  - more frequent release.
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- moving three.js/ at the root ?
  - it seems more natural. But there is no emergency
  - webvr and aframe in their own repository now that it is more stable ?

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- for refraction, do some deforming mirror effect
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  - put dat.gui in it
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  - various shape which will act as mirrors
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  - cylinder with shrinked middle, dilated middle
  - animated geometry ?
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- see about an example of videoinwebgl + vreffect
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- work on the stereo thing - make the webvr stuff
  - suddently your demo would work on any webvr device
  - does this work if i port video-in-webvr into aframe ? what if we go in webvr mode ?
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- what to do with profile
  - should it be the default ?
  - at least on a-frame it should be the default because it is targeted at easy
  - by default, the setting should be the most common one. 
  - aka the one of a phone
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- "Augmented Reality in WebVR" as WebVR experiments... It has a nice twist that 
  i like :)  http://www.blog.google/products/google-vr/come-play-webvr-experiments/

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- DONE fix the multimarker and the symlink - it prevents updating ar.js gh-pages
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- DONE add show/hide into arcode.html url
  - thus the apps workflow is finished
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- DONE do a build file
  threejs/build/ar.js
  threejs/build/ar.min.js
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- DONE re-integrate dead reckoning
  - rename motion prediction into deadreckoningcontrols - more precise
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- DONE put THREEx.ArToolkitContext.baseURL = '../' in all demo
- DONE add fish in pool hole-in-the-wall
  - https://blog.int3ractive.com/2012/05/fish-boids-threejs-demo.html
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- DONE put liquid marker as a single html
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  - or a directory, no need to be dirty
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- DONE liquid-table.html
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  - video texture + animation of sin 
  - center of finger click is the center of the wave
  - it can be water wave
  - it can be fluild real 
  - integrate physics from real finger
  - it can be like the finger in matrix - https://www.youtube.com/watch?v=b2MSF35IxVE&feature=youtu.be&t=98
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  - http://mrdoob.com/lab/javascript/webgl/voxels_liquid/index.html
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# webvr-polyfill
- GOAL: works well using only the positional tracking, not the stereo display
  - thus it works well with all three.js examples
- handle resize - currently the canvas isnt using the css it should
  - canvas is sent to the webvr with .requestPresent(layer)
- webvr polyfill to present in single screen - like smus/webvr-polyfill
  - look at his tuning and do the same
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  - just do the call on the webvr-polyfill and see his framedata and all
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- issue with the projection matrix being inverse in y and z
- LATER: make it work with a-frame
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# Profile
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- do a threex-artoolkitprofile.js with various performance profile
  - var arToolKitProfile = new THREEx.ARToolKitProfile(type)
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  - may be dynamic - for resolution - 'dynamic'
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  - type = 'phoneInHand' || 'desktop'
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  - thus the user can go a in profiler.html and try various profiles until he find the one he needs
  - then we store that in a cookie, and other applications all use this profile
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  - cookie/localstorage makes it stored on the browser, need one profiler per domain tho
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  - but no database and no authentication needed
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- DONE artoolkit-profile.html to store the profile in localstorage
  - it allows you to select which profile you like
  - it has a <select> and store it in the storage - desktop-normal - phone-normal - phone-slow - dynamic
  - in ctor, if there is a local storage use this

# TODO
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- DONE fix projection camera which inversing y axis, and looking toward positive z
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  - this affect webvr polyfill in three.js demo
- currently the source image ratio is always in 640x480 :(
  - the aspect of the webcam should depends on the screens
  - it will improve the accuracy of the marker detection. trackable from further away
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# Idea about performance - js profiling
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- do it on canary. this is the most advanced tool for that
  - POST: optimising AR.js with chromedevtools
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- more than 70% of the time is used to copy the image in the HEAP
  - .drawImage, .getImageData
  - this.dataHeap.set( data ) is 43% of the total
  - if i can send just a pointer on the data... i gain 43% in one shot
- performance remove copy to heap
  - http://kapadia.github.io/emscripten/2013/09/13/emscripten-pointers-and-pointers.html
  - this explains how to pass a pointer from a typearray to c++ 
  - this would avoid the dataHeap.set() - 43%