f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
7.9 KiB
7.9 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
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| wiki-2026-0508-mobile-augmented-reality | Mobile Augmented Reality | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
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Mobile Augmented Reality
매 한 줄
"매 스마트폰 매 camera 매 real-time 3D 매 합성 — 매 SLAM 기반 device-pose tracking + plane detection + lighting estimation". Apple ARKit (2017), Google ARCore (2018) 매 starting point, 매 2026 매 ARKit 7 + ARCore 1.45 + Unity AR Foundation 6 매 unified API, 매 LiDAR/depth sensor 매 mesh reconstruction 매 standard.
매 핵심
매 핵심 capabilities
- 6DoF tracking: 매 device pose (position + rotation) 매 visual-inertial SLAM.
- Plane detection: 매 horizontal/vertical plane 매 detect.
- Hit testing: 매 screen ray 매 world surface 매 intersection.
- Lighting estimation: 매 ambient light + spherical harmonics + shadow.
- Anchors: 매 world coordinate 매 stable point 매 attach virtual object.
- People occlusion: 매 ML-based segmentation 매 사람 뒤 / 앞 렌더링.
- Depth API: 매 LiDAR (iPhone Pro) / ToF (Android) / monocular (ML).
- Cloud anchors / Persistent anchors: 매 multi-device + multi-session 공유.
매 platforms
- ARKit 7 (iOS 19): RoomPlan, Object Capture (photogrammetry), Geo Anchors, Vision Pro bridge.
- ARCore 1.45 (Android): Geospatial API (Streetscape Geometry), Depth API, Cloud Anchors.
- Unity AR Foundation 6: cross-platform abstraction over ARKit/ARCore.
- Unreal AR: Niagara particles + Lumen — 매 high-fidelity preferred.
- WebXR Device API: browser-based AR (Chrome Android, Quest browser).
매 응용
- IKEA Place — furniture preview in room.
- Snapchat Lenses — face/world filters.
- Pokémon GO — geo-anchored creatures.
- Google Maps Live View — walking AR navigation.
- Industrial maintenance overlays.
💻 패턴
ARKit RealityKit (Swift)
import ARKit
import RealityKit
class ARController: NSObject, ARSessionDelegate {
let arView = ARView(frame: .zero)
func start() {
let config = ARWorldTrackingConfiguration()
config.planeDetection = [.horizontal, .vertical]
config.environmentTexturing = .automatic
if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) {
config.frameSemantics.insert(.sceneDepth) // LiDAR
}
arView.session.run(config)
arView.session.delegate = self
}
func placeBox(at screenPoint: CGPoint) {
guard let result = arView.raycast(from: screenPoint,
allowing: .estimatedPlane,
alignment: .horizontal).first else { return }
let anchor = AnchorEntity(world: result.worldTransform)
let box = ModelEntity(mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: false)])
anchor.addChild(box)
arView.scene.addAnchor(anchor)
}
}
ARCore (Kotlin)
class ArSceneView(context: Context) : GLSurfaceView(context) {
private lateinit var session: Session
fun init(activity: Activity) {
session = Session(activity)
val config = Config(session).apply {
planeFindingMode = Config.PlaneFindingMode.HORIZONTAL_AND_VERTICAL
lightEstimationMode = Config.LightEstimationMode.ENVIRONMENTAL_HDR
depthMode = if (session.isDepthModeSupported(Config.DepthMode.AUTOMATIC))
Config.DepthMode.AUTOMATIC else Config.DepthMode.DISABLED
}
session.configure(config)
}
fun onTap(x: Float, y: Float) {
val frame = session.update()
for (hit in frame.hitTest(x, y)) {
val trackable = hit.trackable
if (trackable is Plane && trackable.isPoseInPolygon(hit.hitPose)) {
val anchor = hit.createAnchor()
placeModel(anchor)
return
}
}
}
}
Unity AR Foundation (C#)
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class PlaceObject : MonoBehaviour {
public ARRaycastManager raycaster;
public GameObject prefab;
static List<ARRaycastHit> hits = new();
void Update() {
if (Input.touchCount == 0) return;
var touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Began) return;
if (raycaster.Raycast(touch.position, hits, TrackableType.PlaneWithinPolygon)) {
var pose = hits[0].pose;
Instantiate(prefab, pose.position, pose.rotation);
}
}
}
People occlusion (ARKit)
config.frameSemantics.insert(.personSegmentationWithDepth)
arView.environment.background = .cameraFeed()
arView.renderOptions.remove(.disablePersonOcclusion)
Geospatial anchor (ARCore)
val earth = session.earth ?: return
if (earth.trackingState != TrackingState.TRACKING) return
val anchor = earth.createAnchor(
37.7749, -122.4194, // lat/lng
altitude,
0f, 0f, 0f, 1f // quaternion
)
WebXR (browser AR)
const session = await navigator.xr.requestSession('immersive-ar', {
requiredFeatures: ['hit-test', 'local'],
})
const refSpace = await session.requestReferenceSpace('local')
const viewerSpace = await session.requestReferenceSpace('viewer')
const hitSource = await session.requestHitTestSource({ space: viewerSpace })
session.requestAnimationFrame(function onFrame(t, frame) {
const hits = frame.getHitTestResults(hitSource)
if (hits.length > 0) {
const pose = hits[0].getPose(refSpace)
placeReticle(pose.transform.matrix)
}
session.requestAnimationFrame(onFrame)
})
Mesh reconstruction (LiDAR)
config.sceneReconstruction = .meshWithClassification
// ARMeshAnchor 매 frame 별 update
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
for case let mesh as ARMeshAnchor in anchors {
addMeshToScene(mesh)
}
}
매 결정 기준
| 상황 | Approach |
|---|---|
| iOS-only, 매 native UX | ARKit + RealityKit |
| Android-only | ARCore + Sceneform-EQR / Filament |
| Cross-platform iOS+Android | Unity AR Foundation |
| Web/no-install | WebXR (Chrome Android only currently) |
| High-fidelity / game | Unreal AR |
| Geo-anchored content | ARCore Geospatial / ARKit Location Anchors |
| Indoor mapping | ARKit RoomPlan / ARCore Streetscape |
| Multi-user shared session | Cloud Anchors (ARCore) / SharePlay (ARKit) |
기본값: 매 cross-platform 매 Unity AR Foundation, 매 native 매 ARKit/ARCore 직접.
🔗 Graph
- 부모: Computer Vision
- 변형: ARKit · ARCore · WebXR
- Adjacent: SLAM · OpenGL ES · Metal · Vulkan · Vision-Pro
🤖 LLM 활용
언제: 매 mobile AR feature 설계, 매 ARKit/ARCore 선택, 매 placement/occlusion/lighting 매 implementation. 언제 X: 매 desktop VR/AR (different platforms), 매 marker-based AR only (legacy — Vuforia 같은 different stack).
❌ 안티패턴
- 첫 frame 매 immediate placement: 매 tracking 매 not-converged — 매 plane detection 매 wait.
- 매 anchor 매 world origin attach: 매 drift 누적 — 매 surface anchor 매 use.
- 무한 occlusion 활성화 매 mid-tier device: 매 30fps 이하 — 매 capability check.
- Battery 무시: 매 AR session 매 30 min 매 device thermal throttle — 매 idle pause.
- Privacy 무시: 매 camera + location 매 prompt + purpose string 필수 (App Store/Play reject).
🧪 검증 / 중복
- Verified (ARKit 7 docs, ARCore 1.45 docs, Unity AR Foundation 6).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — ARKit/ARCore/Unity/WebXR patterns + capabilities matrix |