AR Quick Look

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Allow users to see incredibly detailed object renderings in real-world surrounding, with support for audio playback, using AR Quick Look.

Posts under AR Quick Look tag

77 Posts

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Face Anchor in Reality Composer: Enabling Ball Movement Based on Head Tilts
Using the face anchor feature in Reality Composer, I'm exploring the potential for generating content movement based on facial expressions and head movement. In my current project, I've positioned a horizontal wood plane on the user's face, and I've added some dynamic physics-enabled balls on the wood surface. While I've successfully anchored the wood plane to the user's head movements, I'm facing a challenge with the balls. I'm aiming to have these balls respond to the user's head tilts, effectively rolling in the direction of the head movement. For instance, a tilt to the right should trigger the balls to roll right, and likewise for leftward tilts. However, my attempts thus far have not yielded the expected results, as the balls seem to be unresponsive to the user's head movements. The wood plane, on the other hand, follows the head's motion seamlessly. I'd greatly appreciate any insights, guidance, or possible solutions you may have regarding this matter. Are there specific settings or techniques I should be implementing to enable the balls to respond to the user's head movement as desired? Thank you in advance for your assistance.
0
0
857
Oct ’23
iOS 17 AR QuickLook: Support for multiple UV channels
Is there support for using multiple UV channels in AR QuickLook in iOS17? One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.
2
0
1.8k
Aug ’23
Wrong distance from vertical plane in AR QuickLook for USDZ with more than one object
Hi! I created manually USDZ with one cube to anchoring on wall (vertical plane) #usda 1.0 ( defaultPrim = "Root" metersPerUnit = 1 upAxis = "Y" ) def Xform "Root" ( assetInfo = { string name = "Root" } kind = "component" ) { def Xform "Geom" ( prepend apiSchemas = [ "Preliminary_AnchoringAPI" ] ) { # token preliminary:anchoring:type = "plane" # token preliminary:planeAnchoring:alignment = "vertical" matrix4d xformOp:transform = ( (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0.2, 1) ) def Xform "Group" { def Cube "cube_0" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } } } } It's displayed correct in ARQuickLook When I add second cube to USD(z) #usda 1.0 ( defaultPrim = "Root" metersPerUnit = 1 upAxis = "Y" ) def Xform "Root" ( assetInfo = { string name = "Root" } kind = "component" ) { def Xform "Geom" ( prepend apiSchemas = [ "Preliminary_AnchoringAPI" ] ) { # token preliminary:anchoring:type = "plane" # token preliminary:planeAnchoring:alignment = "vertical" matrix4d xformOp:transform = ( (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0.2, 1) ) def Xform "Group" { def Cube "cube_0" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } def Cube "cube_1" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0.3, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } } } } ARQuickLook display scene ~ 10 cm from wall, and then scene have more cubes we see increased distance from wall. Here for two cubes I also tryed recreate scene in Reality Composer on iPhone. Everything ok for one cube, and ok when preview in App(ARKit?) for two cubes, but when export scene in RealityComposer macOS to USDZ we again see wrong distance for two cubes and more. For tests I use iPhone 13 Pro Max with iOS 16.3.1
2
0
894
Jul ’23
Do items opened in "Windowed Quick Look" on visionOS stay open until the user closes them?
I’ve poured over the session “Discover Quick Look for spatial computing” and I was really impressed about “Windowed Quick Look” and how items can be opened in their own Volume and stay open even if the app/website they were opened from was closed. I had an additional question–how long do items in “Windowed Quick Look” remain in the Shared Space after the app or web page they were opened from is closed? I’m imaging something like a how-to document or diagram that users could be consulting visually but not interacting with, will visionOS purge it from memory at some point or will it persist indefinitely until the user manually closes them? Same example if I was using a how-to document or diagram to help me work or learn alongside the app/site I was working or learning in, it would be more convenient if it was still open so I could continue right where I left off.

Therefore, if a user were to take off the Vision Pro for the evening and then put it back on in the morning, would the item they opened in Windowed Quick Look persist alongside the other apps/windows/volumes they had open and were working with in the Shared Space?
0
0
826
Jun ’23
Stepped Animation in AR Quick Look
Hello, I've been working on an AR project where I need to display a stepped animation in AR Quick Look. I've created the animation in my 3D modeling software and exported it as a USDZ file. The animation is designed to move in distinct steps, but when I preview it in AR Quick Look, it appears to be interpolating between frames, resulting in a smooth animation instead of the stepped one I created. Has anyone else encountered this issue? Is there a way to control the animation playback in AR Quick Look to make it stepped rather than smooth? Any tips, workarounds, or guidance would be greatly appreciated. Thanks in advance for your help!
0
0
925
Jun ’23
How to determine access from Safari in visionOS
Hi, I have one question. When creating a web page, is there a way to determine that it is being accessed from Safari on visionOS? I would also like to know the user agent for Safari on visionOS. If there is more than one way to determine this, such as JavaScript and web server, please tell us all. Cases where it is used include changing the page layout in the case of Safari on visionOS, changing the processing method when dynamically generating HTML pages on a web server, and judging Quick Look. Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
0
1
996
Jun ’23
How can I show translucent 3D Model which have been loaded from a file path similar to AR Quick Look?
I have a use case of showing translucent 3D Model in my AR app unless the plane gets detected. I am using ARKit and RealityKit. This experience already exists in AR Quick Look as shown in the below image. Any idea how can it be done?  I don't see any opacity api in ModelEntity I am loading the model using below code: ModelEntity.loadModelAsync(contentsOf: fileURL).sink( receiveCompletion: { [weak self] completion in if case let .failure(error) = completion { print("Unable to load a model due to error \(error)") } self?.cancellableLoadRequest?.cancel() self?.cancellableLoadRequest = nil }, receiveValue: { [weak self] modelEntity in self?.arView?.addModelEntity(newModelEntity: modelEntity) })
0
1
912
Nov ’22
AR Quick Look Ipad bug with Chrome and firefox
We used AR quick look application to develop our personal augmented reality. At this link:  ar.robilant.it/fafema-faemina you will find the example in question. While from iphone it works fine, using any IPAD the "view in space" button appears and works well from Safari, but does not appear at all using the Firefox browser, while using Google Chrome the button appears but does not activate augmented reality.
0
1
1.9k
Sep ’22
Opening an AR Quick Look experience via URL
Hey there, as I'm learning how to use my 3D modeling skills to create AR experiences, I'm wondering about WebAR for quite some time now. I want to create AR Quick Look assets, which can be summoned by just scanning a QR code or clicking a button on a website. Least friction possible. My question: Can I make AR Quick Look load the 3D model by only using a specific URL or HTML? Thanks for you help!
1
1
1.8k
Aug ’22
Problem with black background when taking a photo with AR Quick Look feature in iOS 15
Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug. On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function. https://developer.apple.com/augmented-reality/quick-look/ There are similar events below, but they do not seem to be addressed at all. https://developer.apple.com/forums/thread/691784
6
0
2.3k
Jun ’22
AR Quick Look on iOS 15 not Displaying Models Correctly
We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit? I can provide the .usdz files if necessary.
7
0
3.7k
Jun ’22
Rendering difference between ARKit in your app and AR Quick Look
If you use SceneKit with ARKit, the AR scene uses the SceneKit renderer. Should you use SCNScene.write() to create a USDZ file and then open the USDZ file with AR Quick Look, AR Quick Look renders the AR scene with the RealityKit renderer. The ARKit-in-app -> USDZ -> AR Quick Look renderers are not the same and could produce different appearances. Have you seen similar problems with SceneKit -> AR Quick Look rendering? I am using such a pipeline with PBR lighting and have observed that the resulting differences in material properties are large. (The geometries are fine.) I have had to compensate by recreating the SCNScene materials with modified properties. The agreement between the app scene and the AR Quick Look scene is greatly improved but unfortunately still not acceptable for critical evaluation of commercial products in interior design.
0
0
1.3k
Jun ’22
Sound issue for ar-quicklook on my ios
Hi, I created a simple scene in Reality composer : just an animated 3D model plus a behaviour with trigger = scene start and action is both animate model and play ambiance sound. It plays nicely in the editor. I exported and it plays nicely on my ipad pro. But on my iphone (ios 15.4.1), it's just muted. I tested both with stereo and mono mp3. What should I do please ?
1
0
1.3k
Jun ’22
Reality composer export bugs
Hi, I have a strange problem with my exported reality composer scene. So i have composed a reality scene that is around 19mb with an animated character, two iphones, text prompts, and quite a few behaviors. When I export the project and share and use it on any of my devices(Iphone 12, X and older iPad) it works perfect. Whenever I share this same file with anyone else(tried friends and many models at apple store) the same bugs persist. Shadows are weird, but worst of all certain buttons(made from text prompts) that have a behavior attached to them are of incorrect size and don't behave correctly. I have tried exporting several times, from different devices, same result. Can anyone help?
0
0
1.3k
May ’22
Face Anchor in Reality Composer: Enabling Ball Movement Based on Head Tilts
Using the face anchor feature in Reality Composer, I'm exploring the potential for generating content movement based on facial expressions and head movement. In my current project, I've positioned a horizontal wood plane on the user's face, and I've added some dynamic physics-enabled balls on the wood surface. While I've successfully anchored the wood plane to the user's head movements, I'm facing a challenge with the balls. I'm aiming to have these balls respond to the user's head tilts, effectively rolling in the direction of the head movement. For instance, a tilt to the right should trigger the balls to roll right, and likewise for leftward tilts. However, my attempts thus far have not yielded the expected results, as the balls seem to be unresponsive to the user's head movements. The wood plane, on the other hand, follows the head's motion seamlessly. I'd greatly appreciate any insights, guidance, or possible solutions you may have regarding this matter. Are there specific settings or techniques I should be implementing to enable the balls to respond to the user's head movement as desired? Thank you in advance for your assistance.
Replies
0
Boosts
0
Views
857
Activity
Oct ’23
iOS 17 AR QuickLook: Support for multiple UV channels
Is there support for using multiple UV channels in AR QuickLook in iOS17? One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.
Replies
2
Boosts
0
Views
1.8k
Activity
Aug ’23
Wrong distance from vertical plane in AR QuickLook for USDZ with more than one object
Hi! I created manually USDZ with one cube to anchoring on wall (vertical plane) #usda 1.0 ( defaultPrim = "Root" metersPerUnit = 1 upAxis = "Y" ) def Xform "Root" ( assetInfo = { string name = "Root" } kind = "component" ) { def Xform "Geom" ( prepend apiSchemas = [ "Preliminary_AnchoringAPI" ] ) { # token preliminary:anchoring:type = "plane" # token preliminary:planeAnchoring:alignment = "vertical" matrix4d xformOp:transform = ( (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0.2, 1) ) def Xform "Group" { def Cube "cube_0" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } } } } It's displayed correct in ARQuickLook When I add second cube to USD(z) #usda 1.0 ( defaultPrim = "Root" metersPerUnit = 1 upAxis = "Y" ) def Xform "Root" ( assetInfo = { string name = "Root" } kind = "component" ) { def Xform "Geom" ( prepend apiSchemas = [ "Preliminary_AnchoringAPI" ] ) { # token preliminary:anchoring:type = "plane" # token preliminary:planeAnchoring:alignment = "vertical" matrix4d xformOp:transform = ( (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0, 0), (0, 0, 0.2, 1) ) def Xform "Group" { def Cube "cube_0" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } def Cube "cube_1" { float3[] extent = [(-1, -1, -1), (1, 1, 1)] uniform bool doubleSided = 1 rel material:binding = </Root/Materials/material_0> matrix4d xformOp:transform = ( (0.1, 0, 0, 0), (0, 0.1, 0, 0), (0, 0, 0.01, 0), (0.3, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] } } } } ARQuickLook display scene ~ 10 cm from wall, and then scene have more cubes we see increased distance from wall. Here for two cubes I also tryed recreate scene in Reality Composer on iPhone. Everything ok for one cube, and ok when preview in App(ARKit?) for two cubes, but when export scene in RealityComposer macOS to USDZ we again see wrong distance for two cubes and more. For tests I use iPhone 13 Pro Max with iOS 16.3.1
Replies
2
Boosts
0
Views
894
Activity
Jul ’23
Do items opened in "Windowed Quick Look" on visionOS stay open until the user closes them?
I’ve poured over the session “Discover Quick Look for spatial computing” and I was really impressed about “Windowed Quick Look” and how items can be opened in their own Volume and stay open even if the app/website they were opened from was closed. I had an additional question–how long do items in “Windowed Quick Look” remain in the Shared Space after the app or web page they were opened from is closed? I’m imaging something like a how-to document or diagram that users could be consulting visually but not interacting with, will visionOS purge it from memory at some point or will it persist indefinitely until the user manually closes them? Same example if I was using a how-to document or diagram to help me work or learn alongside the app/site I was working or learning in, it would be more convenient if it was still open so I could continue right where I left off.

Therefore, if a user were to take off the Vision Pro for the evening and then put it back on in the morning, would the item they opened in Windowed Quick Look persist alongside the other apps/windows/volumes they had open and were working with in the Shared Space?
Replies
0
Boosts
0
Views
826
Activity
Jun ’23
Stepped Animation in AR Quick Look
Hello, I've been working on an AR project where I need to display a stepped animation in AR Quick Look. I've created the animation in my 3D modeling software and exported it as a USDZ file. The animation is designed to move in distinct steps, but when I preview it in AR Quick Look, it appears to be interpolating between frames, resulting in a smooth animation instead of the stepped one I created. Has anyone else encountered this issue? Is there a way to control the animation playback in AR Quick Look to make it stepped rather than smooth? Any tips, workarounds, or guidance would be greatly appreciated. Thanks in advance for your help!
Replies
0
Boosts
0
Views
925
Activity
Jun ’23
How to determine access from Safari in visionOS
Hi, I have one question. When creating a web page, is there a way to determine that it is being accessed from Safari on visionOS? I would also like to know the user agent for Safari on visionOS. If there is more than one way to determine this, such as JavaScript and web server, please tell us all. Cases where it is used include changing the page layout in the case of Safari on visionOS, changing the processing method when dynamically generating HTML pages on a web server, and judging Quick Look. Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
Replies
0
Boosts
1
Views
996
Activity
Jun ’23
Anchor's bug in AR experience
If the anchor picture is out of the camera view, the AR experience disappears. Both with USDZ files, created with Reality composer, directly opened on iPhone or iPad (with AR Quick Look), or with Adobe Aero. So I suppose the bug is due to ARKit.
Replies
2
Boosts
0
Views
1k
Activity
Jun ’23
Is there a way to make the same effect as Occlusion Material appear in AR Quick Look?
Hello, I have a question! Is there a way to make the same effect as Occlusion Material appear in AR Quick Look?
Replies
0
Boosts
0
Views
709
Activity
May ’23
How can I show translucent 3D Model which have been loaded from a file path similar to AR Quick Look?
I have a use case of showing translucent 3D Model in my AR app unless the plane gets detected. I am using ARKit and RealityKit. This experience already exists in AR Quick Look as shown in the below image. Any idea how can it be done?  I don't see any opacity api in ModelEntity I am loading the model using below code: ModelEntity.loadModelAsync(contentsOf: fileURL).sink( receiveCompletion: { [weak self] completion in if case let .failure(error) = completion { print("Unable to load a model due to error \(error)") } self?.cancellableLoadRequest?.cancel() self?.cancellableLoadRequest = nil }, receiveValue: { [weak self] modelEntity in self?.arView?.addModelEntity(newModelEntity: modelEntity) })
Replies
0
Boosts
1
Views
912
Activity
Nov ’22
AR Quick Look Ipad bug with Chrome and firefox
We used AR quick look application to develop our personal augmented reality. At this link:  ar.robilant.it/fafema-faemina you will find the example in question. While from iphone it works fine, using any IPAD the "view in space" button appears and works well from Safari, but does not appear at all using the Firefox browser, while using Google Chrome the button appears but does not activate augmented reality.
Replies
0
Boosts
1
Views
1.9k
Activity
Sep ’22
How do you use AR Quick Look in SwiftUI?
Hello! I'm a very new developer and I was looking for an example of how you use an AR Quick Look preview in SwiftUI, I really appreciate the help!
Replies
1
Boosts
0
Views
1.5k
Activity
Aug ’22
Opening an AR Quick Look experience via URL
Hey there, as I'm learning how to use my 3D modeling skills to create AR experiences, I'm wondering about WebAR for quite some time now. I want to create AR Quick Look assets, which can be summoned by just scanning a QR code or clicking a button on a website. Least friction possible. My question: Can I make AR Quick Look load the 3D model by only using a specific URL or HTML? Thanks for you help!
Replies
1
Boosts
1
Views
1.8k
Activity
Aug ’22
How to keep users from scaling or moving 3d models models in AR Quick Look?
Is there a way to lock in the model in place and also lock its size? I thinking for AR art it would make sense to do this.
Replies
1
Boosts
0
Views
1.8k
Activity
Aug ’22
Problem with black background when taking a photo with AR Quick Look feature in iOS 15
Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug. On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function. https://developer.apple.com/augmented-reality/quick-look/ There are similar events below, but they do not seem to be addressed at all. https://developer.apple.com/forums/thread/691784
Replies
6
Boosts
0
Views
2.3k
Activity
Jun ’22
AR Quick Look on iOS 15 not Displaying Models Correctly
We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit? I can provide the .usdz files if necessary.
Replies
7
Boosts
0
Views
3.7k
Activity
Jun ’22
LiDAR on Web based platforms
I am thinking of a web application to scan an object using a LiDAR sensor from iPhone. It'll be built using some Javascript-based language preferably using ReactJS. We want to use this website on the Safari browser only for handling performance. Is there any way to do that?
Replies
0
Boosts
1
Views
1.5k
Activity
Jun ’22
Is "new lighting" from WWDC22 used only in AR Quick Look?
Is the "new lighting" introduced in WWDC22 "Explore USD tools and rendering" implemented only in AR Quick Look or has it become an integral part of the SceneKit and RealityKit rendering engines?
Replies
2
Boosts
1
Views
1.9k
Activity
Jun ’22
Rendering difference between ARKit in your app and AR Quick Look
If you use SceneKit with ARKit, the AR scene uses the SceneKit renderer. Should you use SCNScene.write() to create a USDZ file and then open the USDZ file with AR Quick Look, AR Quick Look renders the AR scene with the RealityKit renderer. The ARKit-in-app -> USDZ -> AR Quick Look renderers are not the same and could produce different appearances. Have you seen similar problems with SceneKit -> AR Quick Look rendering? I am using such a pipeline with PBR lighting and have observed that the resulting differences in material properties are large. (The geometries are fine.) I have had to compensate by recreating the SCNScene materials with modified properties. The agreement between the app scene and the AR Quick Look scene is greatly improved but unfortunately still not acceptable for critical evaluation of commercial products in interior design.
Replies
0
Boosts
0
Views
1.3k
Activity
Jun ’22
Sound issue for ar-quicklook on my ios
Hi, I created a simple scene in Reality composer : just an animated 3D model plus a behaviour with trigger = scene start and action is both animate model and play ambiance sound. It plays nicely in the editor. I exported and it plays nicely on my ipad pro. But on my iphone (ios 15.4.1), it's just muted. I tested both with stereo and mono mp3. What should I do please ?
Replies
1
Boosts
0
Views
1.3k
Activity
Jun ’22
Reality composer export bugs
Hi, I have a strange problem with my exported reality composer scene. So i have composed a reality scene that is around 19mb with an animated character, two iphones, text prompts, and quite a few behaviors. When I export the project and share and use it on any of my devices(Iphone 12, X and older iPad) it works perfect. Whenever I share this same file with anyone else(tried friends and many models at apple store) the same bugs persist. Shadows are weird, but worst of all certain buttons(made from text prompts) that have a behavior attached to them are of incorrect size and don't behave correctly. I have tried exporting several times, from different devices, same result. Can anyone help?
Replies
0
Boosts
0
Views
1.3k
Activity
May ’22