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SKARF.JS
Open source Three.js framework for JavaScript augmented reality libraries
DATE
TYPE
EFFORT
Jun 2013
Open Source
Individual
skarf.js
@ open source > webgl / three.js
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This is a framework for handling JavaScript augmented reality (AR) libraries in Three.js.


Features

  • Automatic loading of models when the associated markers are detected (association is specified in a JSON file). Currently supported model formats: .obj, .js and binary .js.
  • Fixing of the world origin to a specified main marker, with the camera and other markers positioned around this origin for lighting/shadows to work properly in the 3D scene
  • Automatic compensation for coordinate system differences between the different AR libraries and Three.js (which might otherwise lead to flipping and offsetted orientations of loaded models)
  • GUI marker system which allows users to control settings using AR markers
  • Expandable to fit other JavaScript AR libraries in the future

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Integrated AR Libraries

  • JSARToolKit
  • js-aruco

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Examples

1) Tracking Three.js Scene

[Live Demo]

  • Tracking of a Three.js 3D scene to prevent webcam problems such as motion blur and lens distortion (for testing purposes)
  • Loading of models when associated markers are detected

 

2) Interactive HTML5 Augmented Reality Flood Simulation

[Live Demo]

  • Tracking of webcam video stream
  • Using GUI markers system to control user settings with AR markers
  • Loading of models when associated markers are detected
  • Usage of main marker to define origin

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Source Codes

Please consider tipping me for my open source efforts

The source codes for this project can be found in GitHub:

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Documentation

Please refer to the docs for the full API. There are some short usage examples as well.

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Browser Support

Tested only in Google Chrome (recommended) and Mozilla FireFox

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License

Released under GNU General Public License version 3 (GPLv3)
Copyright (c) 2013 Skeel Lee

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ABOUT ME
Skeel Lee Skeel Lee
skeel@skeelogy.com
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Worked at Wētā FX, Digital Domain 3.0, Sony Pictures Imageworks, MPC, Industrial Light & Magic (ILM), Double Negative
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I am a Technical Director with strong interests in both tech and art. My life evolves round VFX, photography, software engineering, tools programming and generally anything that looks / sounds cool.
I have done a variety of CG programming, including fluid sims, muscles, soft/rigid bodies, raytracing etc. These knowledge complement the visual works that I do as a TD in VFX.
I was interviewed by The Straits Times in May 2014 for my VFX work in X-Men: Days of Future Past.