Basics Flashcards

1
Q

What are the best practices in designing an AR Filter ?

A
  1. Focus on a solid use case
  2. Make it social.
  3. Design for different device types.
  4. Design for repeat use.
  5. Keep it simple.
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2
Q

Avoid taking over lots of the camera view, or making

people completely unrecognizable, because ?

A

Allowing people to keep recognizable elements of their environment or body helps make the effect feel personal.

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3
Q

Avoid the edges of the screen, because ?

A

If you add objects on the edges of the composition,

there’s a chance they will be obscured by UI.

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4
Q

Make sure the main features of your effect happen as

soon as possible, because ?

A

Most people move on from an effect in a few seconds.

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5
Q

Avoid using gestures that conflict with

system-level commands. System-level commands include:

A
  1. Switch camera view - double tap
  2. Camera zoom - pinch in/out (except when resizing
    stickers or 3D objects).
  3. Video zoom - touch and hold camera capture
    button then drag up.
  4. Return to Facebook News Feed - swipe left.
  5. Keep interactions to a minimum. Focus on 1 or 2
    main interactions
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6
Q

Name the file formats for 2D Assets

A

PGN, Jpeg, SVG

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7
Q

Name the file formats for 3D Models

A

FBX, gITF 2, COLLADA / DAE, OBJ, DAE

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8
Q

Name the file formats for Audio

A

Mono M4A, AAC codec, with a sampling frequency of 44.1KHz

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9
Q

Name the file formats for Fonts

A

TrueType/ OpenType

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10
Q

Patch Editor data types:

A
  1. Boolean Signal
  2. Scalar
  3. Pulse
  4. 3D Point
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11
Q

Patch Editor data types:

A
  1. Boolean Signal
  2. Scalar
  3. Pulse
  4. 3D Point
  5. 2D Point
  6. Color
  7. Progress
  8. Vector
  9. Matrix
  10. Texture 2D
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12
Q

Scalar

A

a scalar is a one-dimensional value.
The Mouth Openness port in the Mouth Open patch
has a scalar value because it reflects how open the
mouth is. If a mouth is wide open the value might
be 1, if it’s half open it might be 0.5.

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13
Q

Pulse

A

a pulse is an event that happens at some
point in time. It’s not a continuous signal like a
boolean – which is always either true or false.

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14
Q

3D Point

A

a 3D point is a three-dimensional signal
that can represent a rotation, scale or position. For
example, a patch representing the position of a 3D
object has a 3D Position port. This port has a 3D Patch editor

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15
Q

3D Point

A

a 3D point is a three-dimensional signal
that can represent a rotation, scale or position. For
example, a patch representing the position of a 3D
object has a 3D Position port. This port has a 3D Patch editor Point data type, because the object is positioned
in 3D space.

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16
Q

2D Point

A

A 2D point is a two-dimensional signal
that can represent a rotation, scale or position.
Patches with a 2D point type have X and Y values

17
Q

Color

A

this type represents the RGBA channels

– Red, Green, Blue and Alpha. It’s indicated by a square with a color.

18
Q

Progress

A

progress is a scalar signal that’s restricted to the 0–1 range. It could be used to drive an animation. Ports with progress types are labeled Progress, like in the Animation patch.

19
Q

Vector

A

VectorN is a multidimensional value consisting of N scalar components.
Vector2 for 2D points and 2D texture coordinates.
Vector3 for 3D points, 3D normals and 3-channel (RGB) color.
Vector4 for 4D position and 4-channel (RGBA) color.

20
Q

Matrix

A

MatrixN represents a matrix of N by N scalar components.
Matrix2 to represent a rotation transformation for 2D vectors.
Matrix3 to represent a rotation transformation for 3D vectors or general affine transformation for 2D vectors with an additional homogeneous coordinate, which effectively makes them Vector3.
Matrix4 to represent a general affine transformation for 3D vectors with an additional homogeneous coordinate, which effectively makes them Vector4.

21
Q

Texture 2D

A

Texture2D typically represents an image and can have 1 to 4 channels.

22
Q

What are patches?

A

Patches allow you to add interaction and animation to
your effects. Each patch performs a unique function
and can pass and receive information to and from
other patches

23
Q

Types of patches to choose from in Spark AR Studio:

A
  1. Interaction
  2. Face Landmarks
  3. Facial Gesture Patches
  4. Animation Patches
  5. Audio Patches
  6. Shaders
  7. Math
  8. Logic Patches
  9. Utility Patches
  10. User Interface Patches
24
Q

Interaction

A

to interpret interaction from the person

using the effect like screen taps and swipes.

25
Q

Face Landmarks

A

to precisely capture the position of facial features.

26
Q

Facial Gesture Patches

A

these patches detect facial expressions – like a ‘happy face’, ‘kissing face’ or ‘surprised face’.

27
Q

Animation Patches

A

to add animation.

28
Q

Audio Patches

A

to manage and control your

audio assets.

29
Q

Shaders

A

for working with textures and materials.

30
Q

Math

A

to perform mathematical functions.

31
Q

Logic Patches

A

to perform logical functions.

32
Q

Utility Patches

A

a broad range of patches, from

face trackers to random number generators.

33
Q

User Interface Patches

A

to add UI functions to your effects.

34
Q

Target tracker : What makes a good target?

A
Make it high contrast
Make it high resolution
Make it sharp
Make it asymmetrical
Make it complex
Make it flat
Make it clear
Avoid blank space
Focus on placement
35
Q

The Manipulators are the 3 icons at the top of the
Viewport. You can use the Manipulators to quickly
change your object’s

A

Position – to choose where your object is
placed within the scene
Scale – to make your object appear bigger
or smaller
Rotation – to rotate your object

36
Q

Use Spark AR Toolkit to:

A
  • Make your 3D objects more lightweight.
  • Set the height and the pivot point position.
  • Export quickly and easily