Web based Augmented Reality (AR)
QR Code and Marker based.
Built with Jerome Etienne’s ar.js framework,
a-frame and After Effects.
Instructions for Users
1. GET PHONE
There appears to be an issue with the audio element on iPhones but seems to work fine on Androids. The AR should work on any browser with WebGL and WebRTC.
2. SCAN QR CODE
It will open your web browser to an augmented reality page. It will open the url from the qr-code to some AR.js content. There may be a slight delay.. Pls be patient (sorry about this). Then your phone will use the camera to find out the position of the marker and display 3d content on top of it.
If your camera image looks distorted, try refreshing the browser page, or turning off screen lock, turning the phone on its side and refreshing the page.
3. POINT THE PHONE AT THE HIRO MAKER
You are done! Enjoy the Augmented Reality.
(AR.js by @jerome_etienne - https://github.com/jeromeetienne/ar.js)
Perlin noise is a type of gradient noise developed by Ken Perlin in 1983 for the movie Tron (1982). It is a procedural texture primitive which has enabled computer graphics artists to better represent the complexity of the natural world. The algorithm works by generating a “smooth” sequence of pseudo-random numbers. This means that the numbers change slightly over time, creating something that appears to grow and shrink organically (like a web).
The current work is an exploration into Perlin’s noise function. I started this project by playing with the fractal noise function in After Effects (top). Fractal noise is “Perlin noise rescaled and added into itself”. While playing around with the particle size/rotation, the image became something closer to nature, like clouds, mountain ranges and waterfalls. While exploring Perlin noise online, I came across this which converted perlin noise to audio. As the writer states, “just like its visual representation, white noise sounds synthetic, while Perlin noise sounds more natural”.
I was interested in exploring Perlin noise as I was drawn to the idea of smooth pseudo-randomness in code to produce graphics that appear closer to nature. While Perlin noise is one of many countless tools developed in the field of computer graphics to achieve more lifelike graphics, as the space between reality and virtual continues to blur (look up Disney deep fakes), it is interesting to explore how randomness has been harnessed in code to create virtual visions of reality.
If you’d like to learn more about Perlin Noise!