![]() Blend shapes provide a high-level model of the current facial expression. Now aside from the geometry mesh, we also have something that we call blend shapes. ![]() ARKit also provides an easy way to visualize the mesh in SceneKit through the ARSCNFaceGeometry class, which defines a geometry object that can be attached to any SceneKit node. This is essentially a triangle mesh, so an array of vertices, triangle indices, and texture coordinates, which you can take to visualize in your renderer. This data is available in a couple different forms the first is the ARFaceGeometry class. Now, focusing in on the topology, ARKit provides you with a detailed 3D mesh of the face fitted in real time to the dimensions, the shape, and matching the facial expression of the user. And as you can see, it's all tracked, and the mesh and parameters updated, in real time, 60 times per second. It also provides the 3D topology and parameters of the current facial expression. An ARFaceAnchor provides you with the face pose in world coordinates, through the transform property of its superclass. This represents the primary face - the single biggest, closest face in view of the camera. Once a face is detected, the session will generate an ARFaceAnchor. Then once you call "run," you'll start the tracking and begin receiving ARFrames. There's a few basic properties to check for the availability of face tracking on your device, and whether or not to enable lighting estimation. This is a simple configuration subclass that tells the ARSession to enable face tracking through the front-facing camera. We've added a new subclass called ARFaceTrackingConfiguration. Now let's take a closer look at the ARConfiguration for face tracking. Each ARFrame is a snapshot in time, providing camera images, tracking data, and anchor points - basically everything that's needed to render your scene. And after processing, results will be outputted as ARFrames. Internally, ARKit will configure an AVCaptureSession and CMMotionManager to begin receiving camera images and the sensor data. Now to begin processing, you simply call the "run" method on the session and provide the configuration you want to run. So to do this, you'll create a particular ARConfiguration for face tracking and set it up. To run a session, we first need to describe what kind of tracking we want for this app. ARSession is the object that handles all the processing done for ARKit, everything from configuring the device to running different AR techniques. The first thing you'll need to do is to create an ARSession. So let's dive into the details and see how to get started with face tracking. The second is face capture, where you are capturing the facial expression in real time and using that as rigging to project expressions onto an avatar, or for a character in a game. The first is selfie effects, where you're rendering a semitransparent texture onto the face mesh for effects like a virtual tattoo, or face paint, or to apply makeup, growing a beard or a mustache, or overlaying the mesh with jewelry, masks, hats, and glasses. There's some really fun things that you can do with Face Tracking. And as I mentioned, all of this is exclusively supported on iPhone X. ![]() And ARKit uses your face as a light probe to estimate lighting conditions, and generates spherical harmonics coefficients that you can apply to your rendering. For AR, we provide the front-facing color image from the camera, as well as a front-depth image. Facial expressions are also tracked in real-time, and your apps provided with a fitted triangle mesh and weighted parameters representing over 50 specific muscle movements of the detected face. This new ability enables robust face detection and positional tracking in six degrees of freedom. Now with iPhone X, ARKit turns its focus to you, providing face tracking using the front-facing camera. Scene understanding detects horizontal surfaces like tabletops, finds stable anchor points, and provides an estimate of ambient lighting conditions, and integration with rendering technologies like SpriteKit, SceneKit, and Metal, as well as with popular game engines such as Unity and Unreal. Positional tracking detects the pose of your device, letting you use your iPhone or iPad as a window into a digital world all around you. At WWDC we introduced three primary capabilities for ARKit. IOS 11 introduced ARKit: a new framework for creating augmented reality apps for iPhone and iPad.ĪRKit takes apps beyond the screen by placing digital objects into the environment around you, enabling you to interact with the real world in entirely new ways.
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