Tagged: ARCore

Augmented Reality avatar on a web page

Augmented reality on the web is happening and it’s becoming easier to create! Below you will find a small test of an avatar model I created online and included in this post. The avatar can be viewed in your environment on ARCore and ARKit enabled devices.

ReadyPlayer.me avatar

I used ReadyPlayer.me to create a 3D personal avatar of me. On that website you can use a selfie to create a 3D model that resembles the your image. Afterwards you can make adjustments to its choices. And finally you can download the generated model as a .glb file.
A .glb file is the binary version of a glTF file. glTF is a specification for the efficient transmission and loading of 3D scenes and models by applications.

Google modelviewer

I used Google’s modelviewer to embed the the glb model file in the webpage below and enabled AR viewing.

Here’s the source of the snippet I used:

<script type="module" src="https://unpkg.com/@google/model-viewer/dist/model-viewer.js"></script>
<script nomodule src="https://unpkg.com/@google/model-viewer/dist/model-viewer-legacy.js"></script>
<model-viewer src="avatar.glb" ios-src="avatar.usdz" ar ar-modes="webxr scene-viewer quick-look fallback" ar-scale="auto" alt="Readyplayer.me avatar" auto-rotate camera-controls></model-viewer>

If AR mode is available this button will be visible in the bottom right corner. Depending on which mode is available on your device you will go into AR or open a model viewer.

Here’s the result of running it on an Android phone with ARCore support.

Universal Scene Description

Running the demo on an iPad was a bit more work than I anticipated. Apple only supports the use of models in the .usdz format (Pixar’s Universal Scene Description) As you can see in the modelviewer declaration above there is a separate ios-src for use on iOS devices.

I could not find a simple tool (running on Windows) to convert the .glb to .usdz. There seem to be better solutions on iOS.
I finally found a solution by importing the .glb in Blender, saving a .blend file, importing the .blend file into Unity and finally exporting the model to .usdz.

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ARCore supported devices; a detailed list of phones & tablets

When you want to use an Augmented Reality app that depends on Google’s ARCore (AKA “Google Play Services for AR”) you will need to know which devices support it. There’s the official list of ARCore supported devices, but that only shows brief names of the supported devices. If you need more details you will have to search for them. Not very efficient with an ever growing list of supported devices especially if you want to find which tablets currently support ARCore apps.

The official list with extra details

There’s a more detailed list available from the Google Play Console, but to be able to download that you will need to have a developer account and upload an app that uses ARCore. Quite a bit of friction if all you are looking for is which hardware you need for ARCore apps to work.

So I decided to bite the bullet and upload a Unity app with ARCore support to my Google Play developer account. I cloned Unity’s arfoundation samples on GitHub, built the app and made an internal release in the Play Store console. After that I was able to access the Device Catalog under Release Management. As you can see below the app is currently supported by 216 Android devices of a total of 13579 Android devices.

The Download Device List button lets you download a text file (.csv) that also describes details like Form Factor (PC/Phone/Tablet), the System On Chip, Screen Sizes, Screen Densities and more.

The downloaded devicelist.csv can be found on GitHub here.

ARCore supported tablets

A quick filter of the ARCore supported devicelist brings up the tablets that currently support ARCore (January 2020)

  • Acer Chromebook Tab 10
  • LG G Pad 5 10.1 FHD
  • Samsung Galaxy Tab S3
  • Samsung Galaxy Tab S4
  • Samsung Galaxy Tab S5e
  • Samsung Galaxy Tab S6
  • Samsung Galaxy Tab Active Pro

The tablets-only devicelist.csv can be found on GitHub here.

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