How can I generate markers and convert models for Kudan AR engine under Linux? There are only binaries of Kudan toolkit for Windows and Mac.
Kudan does not currently have a Linux binary for generating the markers. This is something that may be released in the future.
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kudan community. I'm developing an application where I need to use augmented reality, but my application will run on windows computer with two monitors (where one is projecting the augmented reality), connected with a webcamera. Also I need to track an object (not a marker).
I was testing this with the vuforia library and it works on the unity editor, but doesn't work when I try to compile the application on windows. (I know that now vuforia support universal windows apps, but I can't make this works and also from what I see doesn't support multiple monitors).
So I saw that kudan support windows and object tracking but I read the tutorial and wikis and I can't seem make it work.
Any body can guide me on the right track on how achieve this?
PD. I'm using unity engine 5.4 and windows 10 os
I have trained several Caffe networks to do basic image classification tasks using Nvidia Digits. I am looking for a way to use the library functions and models in a Windows Universal App, or to convert my model to a TensorFlow model and use the mobile friendly options available there.
Evidently it is possible to use TensorFlow models in iOS and Android apps, but is there a way of using the Caffe or TensorFlow libraries (or models) in a Windows Universal App?
is there a way of using the Caffe or TensorFlow libraries (or models) in a Windows Universal App?
There is no direct way in UWP app, they have not added support for Windows Runtime platform.
A possible way is to create a web service which can expose several methods, with these methods, using the libraries of Machine Intelligence to implement what you want.
In your UWP app, just use HttpClient to consume web service.
You may compile TensorFlow (difficult) or TensorFlow Lite (easy) as a static universal windows library, and link it with your uwp app.
I'm looking for source code (as I bet a lot of others are / were and will) for learning purposes of DirectX. I would like something similar to the vs2013 Graphics Editor when dealing with *.fbx files, etc. Every thing I find is old and outdated, or way to simple and does not show the basics like transformation cursor, picking objects or points on objects. I'm just looking for something basic.
many thanks in advance
The DirectX Tool Kit is a good place to start and includes some tutorial content as well. It supports loading models using the VS 2013 content pipeline that produces CMOs from FBX files.
You didn't state if you were looking to write a Windows desktop application (aka a Win32 application) or if you were looking to write for Windows Store / Windows phone. DirectX Tool Kit supports either, although the tutorial is written using a Windows desktop application template so that developers using Windows 7 could also utilize it.
You should also refer to the DirectX SDK Samples Catalog for locations of updated versions of the legacy DirectX SDK samples that build fine using VS 2013 only.
I want to use opencv in windows phone and not sure if any support available for that. any link / sample code would be highly appreciated
You can't. WP7 only supports managed code, OpenCV is native library.
You have 3 options:
Target WP8 instead.
Some companies (e.g. Tango, Spotify) somehow convinced Microsoft to allow native code development for WP7 platform.
Look for alternatives to OpenCV, such as AForge.NET.
This question already has answers here:
How can I develop for iPhone using a Windows development machine?
(42 answers)
Closed 6 years ago.
I'm interested in learning IOS programming but at the moment i do not have access to a Macintosh system. Just wondering if there is an equivalent of IOS SDK for Windows? I do have an iphone though :)
You can check out GNUStep which is a cross-platform objective-c API that you can work with on windows. Not exactly the same, but you can at least get your feet wet in working with objective-c and cocoa-like objects.
You need a Mac to get started with iOS development. However, you could google "Hackintosh" and try to install Mac OSX on your windows laptop, which will enable you to install XCode and later iOS Development.
Yes, there are indeed development platforms on windows for the iPhone and iPad. The usually do not support the native iOS language: objective-c. However, most of them to allow you to build and or deploy onto iOS through some method or other. Here are a few recommendations:
DragonFire SDK. It is currently only for game development, but if you're really determined you can make a non-game app simply by adding UI elements programmatically (however this can be very painful). Dragon Fire SDK runs on Windows XP, Vista and 7. It costs a bit of money to be get full features from the SDK and submit to the AppStore. Here is the link: http://www.dragonfiresdk.com I have used it before, it works wonders. You can develop for the iPhone or iPad and it's all in C/C++. It comes with examples and help files too.
Stencyl. This is a simple and easy to use Game IDE that allows you to deploy your 2D games onto multiple platforms: Windows, Mac OSX, iOS, etc. STencyl requires no coding, however if you pay for the full version you can add your own objective-c or flash code. Here's the link: http://www.stencyl.com
Unity. Unity 3D is a very complex and very high end (in other words, expensive) game IDE and engine that lets you build 3D games for any platform (almost any, ex. iOS, OSX, Windows, Xbox, Wii, Playstation, Android, Linux). Unity costs (on the cheaper end) $1500... so this is probably not the best solution if you don't have the money to buy a Mac which is around the same price. However, if you're looking for one of the best Game Engines and IDEs with options to distribute to literally every platform, you may want to check it out: http://unity3d.com
All in all, DragonFire SDK is probably your best bet. It gives you the most flexibility on your PC for the price and it doesn't take a huge learning curve. I tried DragonFire before getting my Mac or knowing about iOS Development. And I had a simple guitar app up and running with DragonFire in an hour or so using my prior C++ knowledge.
If you aren't looking for a development platform, try out GNUStep to get a basic understanding of Obj-C. You could also look into building a "Hackintosh".
The best way to build iOS applications on a Windows machine is with the Adobe AIR packager for iOS. No, it isn't programming with the iOS SDK - but the current best-selling application in the App Store games category (Mechanarium) was built with it.
http://blogs.adobe.com/flashplayer/2011/06/adobe-air-2-7-now-available-ios-apps-4x-faster.html