Building an AR app with Compose & OpenGL ES
summary
Concrete recipe for a working AR prototype: use Compose + OpenGL ES + ARCore, host GL on a SurfaceView/TextureView via AndroidView or AndroidExternalSurface, render the camera as a full‑screen quad in clip space, then replace the virtual camera matrices with ARCore’s view and projection. Implement framebuffer FBO passes to render the scene and a normalized depth map, apply depth‑based occlusion in the fragment shader and use ARCore EIS data to stabilize; result: occlusion mostly works, with occasional artifacts on dark or shiny surfaces. Code is on GitHub.
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chapters (9)
- 0:00Introduction
- 3:14OpenGL with Compose on Android
- 7:35OpenGL crash course for AR
- 14:45Virtual to augmented reality
- 18:43ARCore's tracking and rendering
- 22:19Depth API and occlusion
- 25:11Image stabilization challenges
- 31:27Frame buffers for AR rendering
- 34:34Summary
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