What is that?
Recently I started to learn and use, and more important, to contribute, to an awesome Web AR library named AR.js.
Amongst its most interesting characteristics:
- Performance, ~60 FPS on my two-year-old phone (!)
- Compatibility, it is cross-browser, it works on every phone browser (and obviously desktop) supporting webgl and webrtc (so basically every Android phone and iPhones above iOS 11)
- Simplicity, it is a wrapper of different frameworks that makes web AR developing very easy. It is built on top of a-frame and three.js.
So we don’t need Hololens, Cardboard or expensive phones; we just have to reach an AR.js webapp and then we can experience AR.
For now, Apple’s and Google’s AR kits are not ready for production and other Web AR projects need ad-hoc browsers or a mobile app in order to run. AR.js, at this state of the art, is a disruptive technology.
Any technical detail?
It’s not easy to dig in this project. We are looking for more developers willing to help. If you are glad to help with issues or documentation, or maybe add more features, please show yourself here!
My current task is to make AR.js more accessible for developers. I also maintain the repository managing issues and pull requests. I started to write several Medium articles coming with full working examples. Here’s the actual list (for an always updated list, please check Medium personal page).
- AR.js Introduction
- How to deliver AR content only with a QR-Code with AR.js
- How to manage click events in AR.js
Feel free to contact me personally if this is interesting for you 🙂