ei ole lubatud
ei ole lubatud
Digitaalõiguste kaitse (DRM)
Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).
Vajalik tarkvara
Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)
PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )
Seda e-raamatut ei saa lugeda Amazon Kindle's.
Chapter 1: Why Augmented Reality.
Chapter 2: ARKit - Under the Hood.
Chapter 3: Designing and Prototyping an Augmented Reality Experience.
Chapter 4: Building Your First ARKit App with SceneKit.
Chapter 5: Understanding and Implementing 3D Objects.
Chapter 6: Detecting Horizontal Planes and Adding 3D Objects with Raycast in SceneKit.
Chapter 7: Understanding Physics by Launching a Rocket Ship.
Chapter 8: Light Estimation and Environment Texturing.
Chapter 9: 2D Image Recognition and Filter Modification.
Chapter 10: Saving and Restoring World-mapping Data to Create a Persistence AR Experience.
Chapter 11: Creating Immersive Audio Experiences.
Chapter 12: Working with SpriteKit and ARKit.
Chapter 13: Advancing App with Real-Time Image Analysis, Machine Learning, and Vision.
Chapter 14: Crafting Your Digital Universe with 3D Assets.
Chapter 15: Building Shared Experiences with Multipeer Connectivity.
Chapter 16: Face Tracking.
Chapter 17: Simultaneously Integrate Face Tracking and World Tracking.
Chapter 18: Body Motion Capture.
Chapter 19: People Occlusion.
Chapter 20: Working with SwiftUI and ARKit.
Chapter 21: Record Augmented Reality Experiences with ReplayKit.