How do I set Starting View and thumbnail for 360 degrees photos using WebVR? - webvr

Is it possible for WebVR to set a starting view for 360 pictures like on Facebook, so that it can be utilized as a thumbnail, and also a starting point for the 360 degree picture?

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What is the difference between 360 panoramic images vs normal images

I want to do face and plate blur. I use https://github.com/understand-ai/anonymizer on Docker.
Some images could process even though not all faces and plates blurred.
Some images cannot be process at all.
And all images are 360 panoramic images.
My question is why normal images are easy to undergo blurring process while 360 panoramic images are not easy to process?
Normal images in jpg format same goes with 360 panoramic images in jpg format. Width and height are same respectively.
What makes them different? what else differences between them other than their view?

How to Rotate Card Image in Flutter by User Dragging Movement or Automatically Based on The Card Edges

So i know how to capture photo (either by using camera or image_picker), I know how to crop those images in a certain square/ rectangle dimension, and I know how to put a rotate button with certain angle functionality (e.g. rotate 90 degree or 180 degree).
But I would like to know how to rotate captured image based on user dragging movement.
So if for example there is an id card that slant 20 degree, I will be able to drag it and make it straight.
Or, if there is any method to auto detect the frame of id card and rotate it automatically?
I have tried edge_detection and flutter_realtime_detection libs, but edge_detection didn't detect the edge properly, especially if there are other images in the background of the card; flutter_realtime_detection also falsely detect my id card as book, put way big distance between the edges and how they frame.
And I don't think it's using Transform widget as well.
Can you please help me to know how can i do it? Thanks.
Edit: I've found the rotate using finger gesture in https://github.com/flutter/flutter/pull/17345
What I need now is the auto-detect and auto-rotate id card frame part.
Thanks a lot.

what is best landscape aspect ratios for images in portrait app view

My app is forced to Portrait mode. I am using landscape images as clickable buttons in various locations. But I am having a hard time figuring out the best width/height ratio for the images so that no matter the smartphone screen size the image will retain a good ratio.
I need the images wide enough so that it will fill the full width of the screen but also with proper ratio that if it needs to shrink to fit the screen width that the height will adjust proportionately.
I have been toying with 480 x 120 (4 to 1 ratio) but I am noticing on screens of 360 width the image height should be 90 but the height is actually coming out as 82 - cause the image to be skewed. Also, on some devices like iPads, 480 isn't wide enough so I am forcing the image to width:100% of the container div and then that skews the image as well.
I have done reading on this in multiple places but there seems to be no consensus or best practice that I can find.

How to render each pixel of a bitmap texture to each native physical pixel of the screen on macOS?

As modern macOS devices choose to use a scaled HiDPI resolution by default, bitmap images get blurred on screen. Is there a way to render a bitmap pixel by pixel to the true native physical pixels of the display screen? Any CoreGraphics, OpenGL, or metal API that would allow this without change the display mode of the screen?
If you are thinking of those convertXXXXToBacking and friends, stop. Here is the explanation for you. A typical 13 in MacBook pro now has native 2560x1600 pixel resolution. The default recommended screen resolution is 1440x900 after fresh macOS install. The user can change it to 1680x1050 via System Preferences. In either 1440x900 or 1680x1050 case, the backingScaleFactor is exactly 2. The typical rendering route would render anything first to the unphysical 2880x1800 or 3360x2100 resolution and the OS/GPU did the final resampling with an unknown method.
Your best bet is probably Metal. MTKView's drawableSize claims that the default is the view's size "in native pixels". I'm not certain if that means device pixels or backing store pixels. If the latter, you could turn off autoResizeDrawable and set drawableSize directly.
To obtain the display's physical pixel count, you can use my answer here.
You can also try using Core Graphics with a CGImage of that size drawn to a rect of the screen size in backing store pixels. It's possible that all of the scaling will be internally cancelled out.
If these are resource images, use asset catalogs to provide x2 and x3 resolution version of your images, icons, etc. Classes like NSImageView will automatically select the best version for the display resolution.
If you just have some random image and you want it draw at the resolution of the display, get the backingScaleFactor of the view's window. If it's 2.0 then drawing a 200 x 200 pixel image into a 100 x 100 coordinate point rectangle will draw it at 1:1 native resolution. Similarly, if the scale factor is 3.0, a 300 x 300 pixel image will draw into a 100 x 100 coordinate point rectangle.
Not surprisingly, Apple has an extensive guide on this subject: High Resolution Guidelines for OS X

How to crop image after capture image by camera in cordova, same as whatsapp crop functionality

In my app I am using image capture functionality by camera in profile picture section but in android it returns rectangular size image and after resizing the image gets distorted.
To avoid Image distortion I need square size croped image, same as functionality provided by whatsapp.
Is there any plugin to get square size image or crop image like square?

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