I'm seeking detailed information about the rotation matrix of the iPhone's front-facing (selfie) camera when using ARKit.
Specifically, I need to understand:
The exact rotation matrix applied to the front-facing camera's output in ARKit.
Whether this matrix is consistent across all iPhone models or if there are variations.
If there are any transformations applied to align the camera's coordinate system with the device's orientation, particularly in portrait mode.
How this rotation matrix relates to the transform property of `ARFrame.camera
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
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I'm exploring face tracking and experimenting with ARKit's ARSCNFaceGeometry face mesh. I'm running a minimal demo application on the latest iPad Pro M4 11-inch, and I've provided the code below.
I've heard that Apple still offers some of the best face tracking technology on consumer devices, largely because they are one of the few that combine depth and image data. Both a colleague and I tested the demo, and while it works as well or better than some other solutions we tried, we weren’t particularly impressed compared to Google’s MediaPipe or Nvidia’s Maxine, both of which rely solely on image data without depth. In our case, the ARKit face mesh doesn’t always align perfectly with the chin, and as the face rotates, in some areas vertices shift by up to a centimeter from their original position.
This led us to question whether our demo app was using the TrueDepth sensor at all. To test this, we used a piece of cardboard with a small hole punched in it and taped it over the sensor array, leaving only the camera exposed. On the iOS lock screen, this prevents FaceID from working, but we still get a clear image from the camera. With the TrueDepth sensor blocked, the face mesh tracking in our app still functioned, but honestly, we couldn’t detect a significant difference in tracking performance with or without the TrueDepth sensor obscured.
Could we be setting up the face tracking configuration incorrectly? Or has face tracking in newer versions of iOS become less dependent on the TrueDepth sensor?
The controller:
import SwiftUI
import ARKit
struct FaceTrackingView1: UIViewControllerRepresentable {
func makeUIViewController(context: Context) -> FaceTrackingViewController1 {
return FaceTrackingViewController1()
}
func updateUIViewController(_ uiViewController: FaceTrackingViewController1, context: Context) {
}
}
class FaceTrackingViewController1: UIViewController, ARSCNViewDelegate, ARSessionDelegate {
var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
sceneView = ARSCNView(frame: view.bounds)
sceneView.delegate = self
sceneView.automaticallyUpdatesLighting = true
view.addSubview(sceneView)
let config = ARFaceTrackingConfiguration()
sceneView.session.run(config)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
sceneView.session.pause()
}
func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? {
guard anchor is ARFaceAnchor else { return nil }
let faceGeometry = ARSCNFaceGeometry(device: sceneView.device!)!
let faceNode = SCNNode(geometry: faceGeometry)
faceNode.geometry?.firstMaterial?.fillMode = .lines // Makes it a wireframe mesh
return faceNode
}
func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) {
guard let faceAnchor = anchor as? ARFaceAnchor,
let faceGeometry = node.geometry as? ARSCNFaceGeometry else { return }
faceGeometry.update(from: faceAnchor.geometry)
}
}
The view:
import SwiftUI
struct ContentView: View {
@State private var isFaceTrackingActive = false
var body: some View {
VStack {
Text("Face mesh tracking demo")
.font(.title)
.padding()
Button(action: {
isFaceTrackingActive.toggle()
}) {
Text("Start Face Tracking")
.font(.title2)
.padding()
.background(Color.blue)
.foregroundColor(.white)
.cornerRadius(10)
}
.fullScreenCover(isPresented: $isFaceTrackingActive) {
FaceTrackingView1()
}
}
.padding()
}
}
#Preview {
ContentView()
}
Topic:
Spatial Computing
SubTopic:
ARKit
Hi everyone,
I'm looking for some guidance on how to create an .arobject file. Is there a way to generate it from a 3D model (like a .objcap or .usdz or .fbx/.obj file)? Or can it only be generated by scanning a real-world object using the ARKitScanner project? Any advice or resources on this would be greatly appreciated!
I've only found this project for scanning real-world objects.
Thanks in advance!
Hi everyone,
I’m working on an app for VisionOS that needs to recognize individual rooms in a hallway based on the person the room belongs to (using the name displayed on each office door). Is there any sample code or resource that can guide me in implementing this feature?
Thanks in advance for your help!
Hello Apple Team,
Is it possible to change the zoom factor, exposure, white balance and other settings, of an iOS ARKit session?
I know how to do it using an AVCaptureSession,
however, I can't figure out how to access the AVCaptureDeviceInput of the current AR session.
Thanks
PS: I'm using ARkit and RealityKit on iOS 17
I tested the new visionOS object tracking and it worked really well.
I have created a reference object using Create ML and it really detected the object.
My question is: does it work also with iOS and, if not right now, is it planned to work in mobile iOS in the future?
Topic:
Spatial Computing
SubTopic:
ARKit
I have created two scenes, one immersive and one volumetric using Reality Composer Pro. In my test app I can view both and they render correctly.
However, I would like to add entities programmatically. I am trying this;
var body: some View {
RealityView { content in
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) {
viewModel.rootEntity = scene
content.add(scene)
var anchorEntity = AnchorEntity(world: [0, 0, -0.5])
let sphere = MeshResource.generateSphere(radius: 2.0)
let material = SimpleMaterial(color: .red, roughness: 0.5, isMetallic: true)
let modelEntity = ModelEntity(mesh: sphere, materials: [material])
anchorEntity.addChild(modelEntity)
content.add(anchorEntity)
}
}
}
However, the sphere does not appear in the volume. I also tried it in the immersive space and it does not appear there either.
What am I missing?
Topic:
Spatial Computing
SubTopic:
ARKit
With Xcode16 and VIsionOS SDK 2.0, result of consecutive ar_anchor_get_timestamp may differ many seconds.
Is there any way to detect the timestamp jumping?
Topic:
Spatial Computing
SubTopic:
ARKit
In the visionOS App, I want to detect whether the user is in the room. My idea is as follows:
Check whether there are walls around the user
May I ask how to do it? Thanks!
I have created a portal and attached it to a wall using the AnchorEntity. However, I am seeking guidance on how to determine the size of the wall so that the portal can fully occupy it. Initially, I attempted to locate relevant information within the demo code, but I encountered difficulties in comprehending certain sections. I would appreciate it if someone could provide a step-by-step explanation or a reference to the appropriate code. Thank you for your assistance.
We are currently using Apple's Object capture module and wonder if it would be possible to collect the following data :
Device information
Current translation / rotation
Focal length embedded to the image headers
GPS localisation information.
Information about the exposure time
White balances and the color correction matrices
We also have 2 additional questions :
Is there an option to block close up accomodation of the camera ?
Is there a way for the object capture module to take a video instead of a series of picture ?
Hi guys I'm currently developing a game for the Vision Pro and i'm trying to figure out how the hand tracking works so I can make a superpower appear when the user looks at their hand and widens it. But im really struggling to wrap my head around the whole concept and how to implement it in my code.
Is there anything out there (other than apple doc) or anyone who could help me shed some light on the whole idea and how I could actually usefully implement it?
would be much appreciated
Thanks
Topic:
Spatial Computing
SubTopic:
ARKit
To set the stage:
I made a prototype of an app for a company, the app is to be used internally right now. Prototype runs perfectly on iOS, so now I got VP to port the app to its final destination. The first thing I found out is that the image tracking on VP is useless for moving images (and that's the core of my app). Also distance at which image is lost seems to be way shorter on VP. Now I'm trying to figure out if it's possible to fix/work around it in any way and I'm wondering if Enterprise API would change anything.
So:
Is it possible to request Enterprise API access as a single person with basic Apple Developer subscription? I looked around the forum and only got more confused.
Does QR code detection and tracking work any better than image detection, or anchor updates are the same?
Does the increased "object detection" frequency affect in any way image/QR tracking, or is it (as name implies) only for object tracking?
Would increasing the CPU/GPU headroom make any change to image/QR detection frequency?
Is there something to disable to make anchor updates more frequent? I don't need complex models, shadows, physics, etc.
Greetings
Michal
I’m currently working on a project where I need to display a transparent GIF at a specific 3D point within an AR environment. I’ve tried various methods, including using RealityKit with UnlitMaterial and TextureResource, but the GIF still appears with a black background instead of being transparent.
Does anyone have experience with displaying animated transparent GIFs on an AR plane or point? Any guidance on how to achieve true transparency for GIFs in ARKit or RealityKit would be appreciated.
When I first install and run the app, it requests authorization for hand tracking data. But then if I go to the settings and disable hand tracking from the app, it no longer requests. The output of requestAuthorization(for:) method just says [handTracking : denied]
Any idea why the push request only shows up once then never again?
In visionOS, the virtual content is covered by the hand by default, so I want to know that in the hybrid space, if the distance of an entity is behind a real object, how can the object in the room be covered like the virtual content is covered by the hand?
We are currently working with the Enterprise APIs for visionOS 2 and have successfully obtained the necessary entitlements for passthrough camera access. Our goal is to capture images of external real-world objects using the passthrough camera of the Vision Pro, not just take screenshots or screen captures.
Our specific use case involves:
1. Accessing the raw passthrough camera feed.
2. Capturing high-resolution images of objects in the real world through the camera.
3. Processing and saving these images for further analysis within our custom enterprise app.
We would greatly appreciate any guidance, tutorials, or sample code that could help us achieve this functionality. If there are specific APIs or best practices for handling real-world image capture via passthrough cameras with the Enterprise APIs, please let us know.
I am new to learning about concurrency and I am working on an app that uses the HandTrackingProvider class.
In the Happy Beam sample code, there is a HearGestureModel which has a reference to the HandTrackingProvider() and this seems to write to a struct called HandUpdates inside the HeartGestureModel class through the publishHandTrackingUpdates() function. On another thread, there is a function called computeTransformofUserPerformedHeartGesture() which reads the values of the HandUpdates to determine whether the user is making the appropriate gesture.
My question is, how is the code handling the constant read and write to the HandUpdates struct?
I'm porting over some code that uses ARKit to Swift 6 (with Complete Strict Concurrency Checking enabled).
Some methods on ARSCNViewDelegate, namely Coordinator.renderer(_:didAdd:for:) among at least one other is causing a consistent crash. On Swift 5 this code works absolutely fine.
The above method consistently crashes with _dispatch_assert_queue_fail. My assumption is that in Swift 6 a trap has been inserted by the compiler to validate that my downstream code is running on the main thread.
In Implementing a Main Actor Protocol That’s Not @MainActor, Quinn “The Eskimo!” seems to address scenarios of this nature with 3 proposed workarounds yet none of them seem feasible here.
For #1, marking ContentView.addPlane(renderer:node:anchor:) nonisolated and using @preconcurrency import ARKit compiles but still crashes :(
For #2, applying @preconcurrency to the ARSCNViewDelegate conformance declaration site just yields this warning: @preconcurrency attribute on conformance to 'ARSCNViewDelegate' has no effect
For #3, as Quinn recognizes, this is a non-starter as ARSCNViewDelegate is out of our control.
The minimal reproducible set of code is below. Simply run the app, scan your camera back and forth across a well lit environment and the app should crash within a few seconds. Switch over to Swift Language Version 5 in build settings, retry and you'll see the current code works fine.
import ARKit
import SwiftUI
struct ContentView: View {
@State private var arViewProxy = ARSceneProxy()
private let configuration: ARWorldTrackingConfiguration
@State private var planeFound = false
init() {
configuration = ARWorldTrackingConfiguration()
configuration.worldAlignment = .gravityAndHeading
configuration.planeDetection = [.horizontal]
}
var body: some View {
ARScene(proxy: arViewProxy)
.onAddNode { renderer, node, anchor in
addPlane(renderer: renderer, node: node, anchor: anchor)
}
.onAppear {
arViewProxy.session.run(configuration)
}
.onDisappear {
arViewProxy.session.pause()
}
.overlay(alignment: .top) {
if !planeFound {
Text("Slowly move device horizontally side to side to calibrate")
} else {
Text("Plane found!")
.bold()
.foregroundStyle(.green)
}
}
}
private func addPlane(renderer: SCNSceneRenderer, node: SCNNode, anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor,
let device = renderer.device,
let planeGeometry = ARSCNPlaneGeometry(device: device)
else { return }
planeFound = true
planeGeometry.update(from: planeAnchor.geometry)
let material = SCNMaterial()
material.isDoubleSided = true
material.diffuse.contents = UIColor.white.withAlphaComponent(0.65)
planeGeometry.materials = [material]
let planeNode = SCNNode(geometry: planeGeometry)
node.addChildNode(planeNode)
}
}
struct ARScene {
private(set) var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)?
private let proxy: ARSceneProxy
init(proxy: ARSceneProxy) {
self.proxy = proxy
}
func onAddNode(
perform action: @escaping (SCNSceneRenderer, SCNNode, ARAnchor) -> Void
) -> Self {
var view = self
view.onAddNodeAction = action
return view
}
}
extension ARScene: UIViewRepresentable {
func makeUIView(context: Context) -> ARSCNView {
let arView = ARSCNView()
arView.delegate = context.coordinator
arView.session.delegate = context.coordinator
proxy.arView = arView
return arView
}
func updateUIView(_ uiView: ARSCNView, context: Context) {
context.coordinator.onAddNodeAction = onAddNodeAction
}
func makeCoordinator() -> Coordinator {
Coordinator()
}
}
extension ARScene {
class Coordinator: NSObject, ARSCNViewDelegate, ARSessionDelegate {
var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)?
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
onAddNodeAction?(renderer, node, anchor)
}
}
}
@MainActor
class ARSceneProxy: NSObject, @preconcurrency ARSessionProviding {
fileprivate var arView: ARSCNView!
@objc dynamic var session: ARSession {
arView.session
}
}
Any help is greatly appreciated!
Hey, captureHighResolutionFrame() produces the normal camera shutter sound and that really doesn't fit the ARKit context. I can't override it the usual way because there's no AVCaptureSession object in ARSession. Any ideas on what to do? Thanks!