Photogrammetry and my Future Pain.
I recently read an article that said it’s essential to write for 5-10 minutes daily. It makes sense; people work out to train muscles, practice to improve at sports, and, I assume, write to refine their writing. Today I will talk about how I want to integrate photogrammetry into this website.
Art has never been my specialty, perhaps just due to a short attention span or indecisiveness. Still, I’ve never been able to use a brush on a canvas and be satisfied by the jarring, almost abstract result. I did get quite good at writing code in the Unity engine, but without any ability to create art assets, I can’t help but feel like Wozniak without Jobs. That’s where photogrammetry comes in! Photogrammetry (from my limited understanding) is a magic compilation of algorithms that transforms hundreds of images of an object into a 3D model. Instead of spending hours in Bender trying to make a rock, I can take photos of a real rock and end up with the same result in an equivalent time frame. But what does this have to do with my website?
I rarely finish things, so any photogrammetry work I do for a game will probably end up in the trash can with the rest of the failed project. To prevent the work from going to waste, I wish to make an easily publicly accessible library of photogrammetry assets, both as a showcase of my work for others and as well as giving me a reason to learn about the horrifying world of typescript. The plan is for my “gallery” of assets to be accessed using a QR code, allowing the user to see the object using mobile AR. For example, McLaren lets you look at their newest supercar using this method.
So how do we do this? There seem to be a few different methods, but I think using Apple’s AR Kit is the easiest. The process is relatively simple, take a 3D model, and turn it into a .USDZ file using Apple’s reality composer, then embed it in your website using HTML! In theory, what I just said makes sense and will have 0 issues; however, in practice, I know I am about to run into a whirlwind of problems. I apologize preemptively to those close to me, as I will soon be corrupted by the “debug plague” (thanks Eric for the name) and will be more toxic than a League of Legends player.