SANJAYRAMAS007 / andar

Automatically exported from code.google.com/p/andar
0 stars 0 forks source link

Android phones without dedicated graphics hardware? #26

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Dear All,

I want to know one information about AR in Android. Untill now there is not any 
Android phone released which has 3D hardware/dedicated graphics hardware.As far 
we know Dedicated hardware is very useful & important for rendering object in 
AR specially 3D object.Some Nokia/Iphone/Samsung/SE phone based on 
Symbian/Iphone OS already have dedicated graphics hardware.In these phone AR 
rendering performence is excellence.

So my questions is that how much the good performence(specially rendering 3D 
object) will be AR in Android without dedicated graphics Hardware in phone.I 
want to start AR in HTC Desire(Android).Is HTC desire the right choice for 
AndAR and rendering 3D object smoothlly?

Plz Suggest...

Thanks
Rassall

Original issue reported on code.google.com by rassall....@gmail.com on 18 Jun 2010 at 2:49

GoogleCodeExporter commented 8 years ago
Hi,I beg to differ. Looking at the specs below , u can say Android phones have 
one among the best in h/w...
http://photos.appleinsider.com/ip4vshardare.001.jpg

Source : 
http://www.appleinsider.com/articles/10/06/21/iphone_4_and_ios_vs_android_hardwa
re_features.html

Nokia, afaik have had primitive processors...I myself use a 3 yr old 5700 and 
its 369Mhz ARM 11 processor is old by Android phones.:-)Forgive my comments if 
they expose my naiveness, but im just a novice...And im dying to buy an Android 
phone..Btw, tis page pops up in google when i search for Android graphics 
specs, and i know shit about "Augmented reality" !!

Original comment by akshaysu...@gmail.com on 15 Sep 2010 at 8:02

GoogleCodeExporter commented 8 years ago
this is a issue tracker. questions should rather be asked in the google group:
http://groups.google.de/group/andar_android_augmented_reality

regarding performance:
The performance bottleneck currently is the conversion of the color space of 
the camera image in order to load it as a opengl texture and the marker 
detection itself. both don't profit from dedicated graphics hardware.

Original comment by tdomhan on 2 Oct 2010 at 11:21

GoogleCodeExporter commented 8 years ago
@Comment 2 - tdomhan,

I think in AndAR you address both of conversion of the color space of the 
camera image in order to load it as a opengl textture and marker detection.

you have wrote this native C codes for above parts.
My question is, still with the C codes, AndAR has a performance issues?

What are your suggestions? Do we need to replace other part of AndAR from 
Native C

Original comment by a.karuna...@gmail.com on 27 Oct 2010 at 8:21

GoogleCodeExporter commented 8 years ago
well the best thing would be if we could overlay an 2D view with 3D objects. 
then we would not have to convert anything. but that's not going to happen.

well better marker detection algorithm would be good. the artoolkit has not 
seen any updates in quite a while. unfortunatly the code is quite a mess.(might 
be intended, in order to preserve IP)

I don't think that it will boost the performance if you replace other parts 
with native code. the critical parts are already done natively.

Original comment by tdomhan on 27 Oct 2010 at 8:44

GoogleCodeExporter commented 8 years ago
Hi Todomhan,

That means, we don't need any thing to do for enhance the performances of AndAR?

Or did i misunderstand your comment?

Original comment by a.karuna...@gmail.com on 28 Oct 2010 at 2:09